Tag Archive: ball race

Dec
04
2006

Ball Race – Day 14

Image of the level selection screen in Ball Race with cast shadows
Today it dawned upon me that I forgot something important in the geometry generation engine of my game: How can the player distinguish the goals from the traps? Both are holes, only that the former one makes you win the game while the latter one makes you lose the game. Oops! After today’s changes, the …

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Nov
29
2006

Ball Race – Day 13

Image of different maze tables that can be selected from
Finally got a new graphics card. I had seriously considered buying a GeForce 8800, but given the card’s insane price tag, the fact that I’m developing for XNA (nothing to gain from DirectX 10) and ATI’s recent announcement about their next generation GPU being out soon to lower the prices, I decided to go for …

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Nov
23
2006

Forced Break for Ball Race

This Monday, my graphics card decided that 18 months of service are more than enough and, well, quit. During bootup, it now displays utter garbage and as soon as windows loads the graphics driver, it hangs. The only good thing is that, as long as I run the generic VGA driver, my desktop displays fine. …

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Nov
15
2006

Ball Race – Day 12

I have found a way to solve the ball-falling-into-hole simulation that I am quite happy with as it won’t let the ball sink into the solid parts of the floor and still looks convincing. As soon as the ball crosses a hole, I remember that hole and start the ball’s downward acceleration. While the ball …

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Nov
08
2006

Ball Race – Day 11

Image of a tiltable wooden maze board with a silver ball in the middle
The first thing I did this day was to implement the Farseer physics engine into my project. What a tremendous step forward. Not only was it easy to do, it also delivered the results I had been hoping for from the moment on I got it working. I’m still not sure what to do about …

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Nov
07
2006

Ball Race – Day 10

Beta 2 of XNA Game Studio Express has been released to the public today. Porting my code to Beta 2 took me about one hour since some genius decided to make the all the model framework classes sealed and remove their generic versions. Also, the GameServices collection now lost its generics as well and requires …

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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 …

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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 …

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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 …

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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 …

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