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New Sample: XNA GS 3.1 Video Support

You probably heard by now that XNA Game Studio 3.1 is out. After a quick download, uninstalling 3.0 and installing 3.1, I quickly put together this sample that shows how to use the new support for videos. More info on the sample’s page, here. Or, if you’re in a hurry, here’s the direct link to [...]

Screenshot

This post is intentionally vague

July Sample: Rim Lighting

I’m going to go on vacation soon, so I’m putting the July sample online. It’s not much, since I’ve been busy writing the Fur Rendering Tutorial, but I think it’s a nice effect. The sample is dedicated to Rim Lighting, an effect seen in some "cute" games. Read more about it and get the source [...]

Fur Rendering in XNA

My fur rendering article just went online on Ziggyware. It is an entry for the Summer Ziggyware XNA Article Contest, so if you like it, vote for it when voting begins, in a few days. The article explains how to draw fur, animate it, and apply it on models. You can read it here.

Coming Soon…

Fake Rim Lighting, for use in cute games (inspired by Super Mario Galaxy screenshots) Fur

June Sample online: Voxels on Zune

For this month’s sample, I worked hard to try and render some heightmap terrain on Zune, using voxel rendering, but wasn’t very successful. Voxel technology was used to render terrains in some older games, like Delta Force, Commanche series, and the game that did the best job ever with voxels (and one of my top [...]

School Projects with XNA

This semester at the university, we had a Graphics Processing Systems class. While old fixed-function OpenGl was used in courses and laboratory works, for the project, I chose to use my favorite graphics API in the whole world. Yup, you know what I’m talking about… the XNA Framework. A few of my friends also got [...]

Can a 2D image intersect a 3D model?

Yes it can My may sample is also my first public sample written in XNA Game Studio 3.0 CTP, and it shows how to restore the depth buffer from a depth texture. This way, models drawn to a render target, with post processing applied to them can intersect and obscure normal models, drawn after all [...]