For an assignment at university I have created a small demo project in XNA which makes use of a PhysX .NET wrapper project which can be found here. The demo features a height field actor, revolute joints, breakable fixed joints, convex meshes, force fields and collision callbacks. I’m currently thinking about writing some basic tutorials [...]
I thought that I would take some time to write up a quick article about using linear interpolation to smoothly transition between two values in XNA. When I first found out how to do this it made a huge difference to the projects I work on. Some examples of when I use this are for [...]
A few weeks ago I spent some time upgrading my MicroStar Particle System from XNA 3.1 to XNA 4. For the most part this process went smoothly; there were quite a few changes to be made all over the place. However once I had cleared up all the build errors and ran the sample project [...]
When I am working with XNA, I frequently found myself writing the same code in order to maintain lists of objects in memory and track free items that can be reinitialized to reduce garbage collection. Eventually I had enough of doing this and decided to implement a generic Pool class in C# that would take [...]
I’m currently working on a 3D XNA 3.1 (need to use 3.1 for the third party library we are using at the minute) game for a piece of coursework at university and decided I would implement a 3D particle system in order to create some cool explosion effects. This system is very similar to the [...]
Basically since I got into XNA (about 3 years ago) I have been tinkering with particle systems for games. Using a particle system has allows game developers to create really nice, complicated looking effects without too much effort. Personally I find them pretty mesmerising and often found that with each new effect I create, I [...]
This is just a quick article to share a nice way to create a camera for 2D games. There are a couple of ways to do this; I originally did it by making a class that held a position for the camera and then subtracting the object and camera positions when drawing to offset the [...]
Having created my own first person camera, I moved on to creating some 3D terrain for my game. I have to admit, I cheated on this a bit and just used the custom content pipeline from the XNA Creators Club’s generated geometry sample found here. For this reason, I currently do not fully understand the [...]
As I previously mentioned, I plan on updating this blog with my experience of learning 3D XNA and hopefully be able to help out others doing the same as well as receive a bit of feedback and advice on how to improve the work I have done. The first section I began working on was [...]
I’ve been doing 2D XNA for about a year and a half now and I feel I’m fairly competent at it, largely due to my experience in the Imagine Cup, so over this past week or so I’ve begun working on my first 3D XNA game. I’ve had the concept for the game in my [...]