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Porting Chickens Can’t Fly to iOS and Android

October 21, 2013

So, we finally managed to port Chickens Can’t Fly to iOS and Android. The long delay was caused mostly by an exclusivity agreement, but that’s past now, and we can try to explore new markets. This post is less about … Continue reading →

Posted in Uncategorized

Dynamic 2D Shadows for Windows Phone 7

January 9, 2013

By request, here is the port of the old Dynamic 2D Shadows sample to XNA 4.0, on Windows Phone 7. Download Dynamic 2D Shadows There may be performance improvements that could be done. I just took the old code, made … Continue reading →

Posted in XNA

Handling Orientation in a Windows Phone 8 game

December 13, 2012

So you want to make a landscape game, or a game that supports both portrait and landscape mode in your Direct3D game for Windows Phone 8… I had quite a few requests for such a sample, and documentation out there … Continue reading →

Posted in DirectX

Chickens Can’t Fly is in “Best of 2012”!

December 12, 2012

There’s a list of Best of 2012 with Xbox Games on Windows Phone up on Xbox.com, and I’m really happy to say that Chickens Can’t Fly is one of them! You can get the game from the Windows Phone Store here:

Posted in News

A word on Matrices

December 10, 2012

Working on a sample regarding Orientation in a Direct3D app on Windows Phone 8, I came upon the need to clarify why I’m writing some math code in a specific way. Coming from XNA to C++/DirectX11 might occasionally be confusing. … Continue reading →

Posted in DirectX, HLSL

Dissecting the empty Windows Phone Direct3D App template

November 26, 2012

One thing that can be off-putting when migrating from XNA to Direct3D on Windows Phone 8 is the empty default project template. In XNA projects, an empty project simply contained the Game1.cs class, with all it’s overriding methods that you … Continue reading →

Posted in DirectX

Converting textures to .dds

November 15, 2012

As I wrote in my previous post, Windows Phone 8 does not support WIC components, which means that unless you want to write a .png loader manually, you need to have your textures in .dds format. Which is actually quite … Continue reading →

Posted in Uncategorized

Getting Started with Direct3D on Windows Phone 8

November 8, 2012

One of my favorite things about XNA was the ability to just start Visual Studio, create a new project, and start adding game code. My purpose in the next few blog posts will be to try and make 2D game … Continue reading →

Posted in DirectX

Postprocessing effects on WP7, Part III

October 28, 2012

Previous parts in this mini-series: Postprocessing effects on WP7, Part I Postprocessing effects on WP7, Part II In this third and final part of this series of samples related to postprocessing on WP7, we’ll handle two effects: pixelate and radial … Continue reading →

Posted in XNA

Postprocessing effects on WP7, Part II

October 24, 2012

For the first part of this mini-series, please read: Postprocessing effects on WP7, Part I Starting from where we left of, this part will be focused on a single effect: random noise. Random Noise My original inspiration for this was … Continue reading →

Posted in XNA

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