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Welcome to XNA info!



XNA info is a website created by some enthusiasts to provide information on Microsoft's XNA platform, branded yet again as the game programming evolution. XNA already has quite some momentum, but we figured to contribute a bit to this anyway by providing these resources for working with it.

Our aim for XNA info would still be to make it a one-stop place for all things XNA, but we'll settle for the occasionally useful resource


Recent site updates and news   Last update: 2009-03-11 14:03:23 by Rim van Wersch

Pet Project - StickFight

I haven't gotten around to writing interesting samples or uncovering any deep XNA truths lately. Instead I've been tinkering on a little beat-em-up game with stylized stick men to do the fighting. These little actors are entirely procedural, so the game itself generates the geometry and animations rather than using models created by artists. Obviously nothing can replace a good artist and this proved painfully true when it came to the animations.



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Sign of life
Just put up a little utility class making it easier to use System.Drawing in XNA on Windows. If anyone's interested in that, just take it for a spin and let me know what you think!

I also managed to finally put up a terrain sample that has been lying around for months now. It has the mandatory water effects and some nice tricks to show, so it might be worth checking out. The reason I didn't put it up earlier was that I had some flickering/present issues with it on my PC which I couldn't trace. I'd like to blame that on my buggy drivers, but if it pops up for anyone else, do let me know.

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Free online book about shaders, lighting, shadows, everything!

 

Foregoing lamenting my own slacking, I want to point everyone who cares to read this to a great online resource I stumbled upon today:

A free online book called "Programming Vertex, Geometry, and Pixel shaders"

It is geared towards D3D10, but it contains an incredible wealth of information about nearly every graphics topic you'd want to implement. The concise and thorough theory certainly holds for XNA and most shaders should give you a good idea how stuff gets implemented, if they don't work out of the box. It's written by these guys, who deserve a truckload of cookies in my opinion!

Oh and Jack, if you ever should find your way here, we have to discuss your definition of 'not very active' :)



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New sample: HDR Rendering
Matt (MJP) came up with another great sample which shows how to go about rendering HDR imagery on both Windows and the 360. Following Matt's research, it's also a nice showcase of using LogLuv for storing the HDR information.

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Drawing a 2D circle
I finally managed to wrap up a little sample showing how to draw circles/ellipses in a pixel shader using the good old implicit formula for a unit circle. For all its simplicity, I found it's actually a practical way to draw a nice smooth circle. You can find it over here or download it directly from the link below.

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Realtime fur and a request
Here's a little tutorial I've been wanting to do for ages, showing how to render some simple fur on arbitrary meshes (looks like I've been pretty much upstaged by Catalin though). As for my request, I'd be much oblidged if anyone could take a shot at the bug in the webbrowser on an XNA texture project. I've tinkered on it to no end, but I just can't seem to get that bug fixed.

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Game of Life on the GPU
This sample demonstrates how Conway's Game of Life can be implemented on the GPU. It also comes with a couple of custom rules to solve mazes as demonstrated here. Update: the fat maze solver has been fixed, so that works out nicely now too.

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Snippet time - LogLuv and quaternions
Here are a few snippets that might prove useful. We've got a nice HLSL LogLuv implementation for storing floating point values in a 32 bpp format and a basic sample showing how to use quaternions for rotation.

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Beginning is hard for beginners?

On my favorite GameDev forum a lot of threads seem to be popping up from beginners worrying that getting started in game development, even as a hobby, is Hard. Lacking anything really useful to talk about at the moment, I thought I'd write up some points about this.



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An update! Integrating your XNA engine with XSI ModTool
Incredibly, we're slowly making progress. We've got a few nice new samples in the works and got a most excellent contribution from MJP to walk you through an implementation of a 3D content authoring system, which can allow you to seamlessly integrate XSI ModTool with your gaming engine.

You can find this guide in our articles section under Game Programming, or download it directly through this posts permalink. Enjoy!

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Slowly getting there
Woo, finally we've got some progress to report over here. We're slowly porting over the tutorials and samples from MDXInfo and are working to get the site into some semblance of order.

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