Monthly Archive: October 2006

Oct
31
2006

Ball Race – Days 8 and 9

Image of a maze game board with realistic lighting and shadow casting
I just couldn’t stop thinking how cool it would be if the walls of the maze would cast realistic shadows, so on Day 7, I began implementing stencil shadow volumes in my little game. Generating the silhouettes, something I was scared of, has been extremely easy since all you need to do is find all …

Continue reading »

Oct
27
2006

Ball Race – Day 7

On day 7, I finally completed the scene graph component. With this component, it is easy to place the meshes of my game in relation to each other. For example, the physics for the ball in my game are actually 2D (the ball will never hop, no matter how quick or hard you tilt the …

Continue reading »

Oct
22
2006

Ball Race – Day 6

Image of a wooden maze with realistic lighting but no cast shadows
My texture coordinates had some minor issues as well. Thanks to the “show normals” shader in ATI RenderMonkey I was able to visually verify that all normals and texture coordinates are continuous and correct. I also spent some time writing code to generate the tilt knobs that will be on the sides of my mounting …

Continue reading »

Oct
21
2006

Ball Race – Day 5

Have… to… continue! Yesterday, I bought Gothic 3. I have played all its predecessors and the entire series is highly addictive to me. This will wreak havoc on my development of this little project. Anyway, as I found out, it’s not possible to load .x files with the XNA beta yet, so my original plans …

Continue reading »

Oct
20
2006

Ball Race – Day 4

Image of a textured, but unlit wooden maze, the floor being very blurry
My wall geometry generator now produces proper normals for all the walls so the lighting should now yield the results I’m hoping for. Because I’ve never done shader programming before, I downloaded ATI’s RenderMonkey in the hope that it could help me create some simple shaders nevertheless. Not only did RenderMonkey give me the exact …

Continue reading »

Oct
15
2006

Ball Race – Day 3

3D wireframe rendering of a maze with the walls forming the letters 'H' and 'I'
The wall generation code has finally taken shape and generates the vertices for the walls exactly like it was meant to be. Vertices are optimally shared between the walls and no polygons are ever generated that the user wouldn’t be able to see. The code also avoids T vertices in order to prevent flickering pixels …

Continue reading »

Oct
14
2006

Ball Race – Day 2

After finishing up the level parser with some minor tweaks and writing some unit tests which immediately highlighted several mistakes I then fixed, I began with the geometry building code. The level file format is really easy and anyone should be able to create his own mazes. For example, this simple text file will be …

Continue reading »

Oct
13
2006

Ball Race – Day 1

It took me some time to figure out how to organize my code so it fits in with the XNA framework design. Because the game is so small, I did this by building some dummy classes and that I renamed and moved around in the project tree until I had reached an adequate design. Maybe …

Continue reading »

Oct
12
2006

First (Free) XNA Game

A schematic of a small maze with trap holes
Today, I started development on my first XNA game. It will be a rather simple game, the real-world version of which I once played in my childhood. This should allow me to get up to speed with the state of the art in 3D accelerated rendering again. Because I have a job that requires me …

Continue reading »

Social Widgets powered by AB-WebLog.com.