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Member Since 07 Aug 2012
Offline Last Active Jul 11 2014 11:00 AM

Posts I've Made

In Topic: Game engine: Batch rendering advice?

23 May 2013 - 10:09 AM

Thank you for the answer, as soon as i get home i'll make a couple of tests with the particle engine!

Btw great blog, bookmarked :)

Happy coding !

In Topic: Game engine: Batch rendering advice?

23 May 2013 - 09:44 AM

Thanks from me too Spiro!

I've read your article and i was interested in the DX9 32 bit padding, since XNA is DX9 based it is supposed to work too, isnt it? If you had any experience with it i'd be glad to hear from you :)

Thank you for your time and happy coding!!

In Topic: [XNA] COLLADA Deled3D editor

12 May 2013 - 09:42 AM

The easiest (and most used) solution is to not import your model into the scene, instead import a far more basic primitive and use that as a a place holder. For this id recommend using a cuboid, and also set information in the object tag for that cuboid in DeleD to point to the model you'll load in your game. DeleD does not come with the ability to strip geometry from files automatically, and if it did I think it would frustrate far more people than it would help.


Once you have exported, either just ignore the place holders when you are loading your scene in game, or create a tool your self to strip the unwanted tags from the XML file.



Thank you for answering me, that's a good idea, i'll probably go for that and write a content processor that will discard all the vertex data.



Thank you and happy coding!

In Topic: Who are your developer heros?

29 April 2013 - 01:58 AM

I'd say Michael Morhaime Blizzard's co-founder and Carmack ofc. But as Buster2000 said, not for their programming's skill, instead for what they created!.

In Topic: diffuse map, normal map, specular map, what else?

24 April 2013 - 08:15 AM

Another kind of map that you might want to use ( it depends on the game ) are glow maps. Used to make glow only certain parts of the models.
They are mostly used in futuristic looking games, but nonetheless they can improve the game's style instead of using full glow on models.

They are very often monochromatic, thus they require one channel. The glow's color is usually extracted from the

Happy coding !