XNA Websites

TwitterFacebook
Get flash to fully experience Pearltrees

Catalin’s XNA Experiments

It’s been a long time coming, but finally I get the time to explain the technique I came up with for drawing shader-based dynamic 2D shadows. The core of the technique is drawing all the possible shadow casters around a light into a texture, and then using a few shaders to turn this image into one containing all shadows cast in the scene. First, for a general view, consider the following scene. http://www.catalinzima.com/

Graphics Runner

Today I released an open source project I’ve been working on for the last week, Optix.NET. It’s a lightweight wrapper around Nvidia’s Optix GPU ray-tracing library. I figured since there aren’t any .NET wrappers around that I’d go ahead and make one myself. The project started out as a curiosity of managed wrappers and a little of a learning experience working with c++/cli. It’s still in the Alpha stage of development so there may be some bugs, and if you have any suggestions feel free to drop me a line. The math library is pretty sparse at the moment, having only implemented functions that I needed. http://graphicsrunner.blogspot.com/
http://graphicsrunner.blogspot.com/2009/01/volume-rendering-101.html There is quite a bit of documentation and papers on volume rendering. But there aren't many good tutorials on the subject (that I have seen). So this tutorial will try to teach the basics of volume rendering, more specifically volume ray-casting (or volume ray marching). What is volume ray-casting you ask? You didn't? Oh, well I'll tell you anyway.

Volume Rendering 101

http://graphicsrunner.blogspot.com/2009/02/volume-rendering-201-optimizations.html

Volume Rendering 201: Optimizations

The discussion on hand this time is optimizing the performance of the volume renderer. I’ll cover a few of these optimizations and provide a rough implementation of one of them. Picture from Real-time Volume Graphics. Currently we load our volume data into a linear layout in memory. However, the ray that is cast through the volume is not likely to access neighboring voxels as we traverse it through the volume when the data is in a linear layout.
Some time ago, we already talked about the possibility of creating your own Math library directly in C#, with no native code. If you take enough care, it can be as fast as performing interop with a native one. Today, we are showing an additional example on this matter, and we are going to develop our own fast MatrixStack class, all in safe C# code, with no COM interop. http://graphicdna.blogspot.com/

Graphic DNA

temp What are the SQL Server Data Tools (Link) SQL Server Data Tools (SSDT) is an integrated toolset that allows database developers and DBAs to develop, debug and deploy SQL Server and SQL Azure … more http://www.virtualrealm.com.au/

Virtual Realm

XNA Tutorials | The Ramblings of a Hazy Mind

http://www.thehazymind.com/category/xna/ To try and expand my programming horizons a bit, I am working on a version of the HMEngine (codenamed Haze for the moment) using C++ and the latest DirectX version. It has been a while since I have coded anything large in C++ so I’m sure there will be a bit of a curve getting back into it.
With XNA Game Studio Express, developers can create games using the XNA Framework. While developers have always been able to make games, the XNA Framework has reduced the once steep learning curve for game development and made it into something more attainable for the masses of developers who dream of making their own game. All at no cost to the developer. In addition to XNA providing free and less complicated game development, games developed using XNA Game Studio Express will be playable on Microsoft’s Xbox 360.

XNA Development

http://www.xnadevelopment.com/
Check out this page in {0} translated from {1} translated from Original: Translated: Automatic translation powered by Microsoft® Translator Start translating Stop translating Close Close and show original page Select http://blogs.msdn.com/b/manders/

Manders vs. Machine

5/25/2012 It's time to submit your game for the 2012 Dream.Build.Play Challenge! 5/22/2012 Today’s the day. This afternoon we started requiring Windows Phone 7.5 on phones to downlo... 5/22/2012 Starting May 23, you can change your Xbox LIVE Indie game pricing every 7 days. First place winner from Nokia World 2011's Hackathon, team Visiarc wit... Second place winner from Nokia World 2011's Hackathon, team Viefo with... Third place winner from Nokia World 2011's Hackathon, team Tietowith t...

XNA Creators Club

http://create.msdn.com/en-US/

Shader Preprocessor

Hi guys, I've just made a simple shader preprocessor which is part of our engine. I thought it might be useful for some people, so I would like to contribute and share the code here.

Protect MSIL code for XBox games

Description: HTTP 404. The resource you are looking for (or one of its dependencies) could have been removed, had its name changed, or is temporarily unavailable. Please review the following URL and make sure that it is spelled correctly.

Dynamic Languages (Esp Iron Python) and XNA GS?

HerrUppoHoppa: XNua is a solution if all you need is Lua scripting for your XNA game project. If I understand it correctly, it compiles your scripts via the Content Pipeline, not at runtime. So it is a project with a different purpose.

XNA.mag

Laut den Gerüchten eines indischen Entwicklerevents, soll das kommende Windows Phone Update 7.6 mit dem Codenamen Tango über 120 Sprachen anbieten. Wenn dieses stimmen sollte, könnte das Windows Phone nahezu alle Sprachräume der Welt abdecken. Bereits mit Windows Phone 7.5 (Codename Mango) hat Microsoft die Anzahl der intigrierten Sprachen auf 35 erweitert. Dieses wäre zwar aussreichend, um z.b. mit dem iOS zu konkurrieren.