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et1337

Member Since 11 Nov 2004
Offline Last Active Dec 15 2014 07:04 PM

Topics I've Started

Inventing on Principle - amazing video!

16 February 2012 - 08:26 AM

Saw this on /r/gamedev... you should at least skip through it briefly, it's definitely worth your time!


Virtual dedicated servers for consoles

02 June 2011 - 02:14 PM

Match-making is one of the things that bothers me most about console gaming, and dedicated servers is one of my favorite things about PC gaming. With that in mind, I had an idea to bring dedicated servers (in a way) to consoles, and I was wondering if this had been done before.

The idea is to have a master server where players could create "virtual dedicated servers". Each "server" is a set of configurations like map rotation, weapons, health, etc. The server would have a name that would show up in the global server list. When the first player "connects" to this server, his console is actually loading those configurations and setting itself up as the host. If he disconnected, the game would perform the "migrating host" dance that Call of Duty does.

You could have elevated privileges for admins as well. Because it's on a console, there's very little chance of hacking. Although you wouldn't get the low ping and other technical benefits of dedicated servers, you would still get clan servers, admins and similar "social" benefits.

So my question is, has this been done before? Is it feasible? I think it would be too complex for an indie game, but I'd like to see an AAA title use this system.

GLaDOS@Home - Portal 2 indie game promotion

15 April 2011 - 12:54 PM

So in case anyone hasn't heard, Valve is asking people to play the 13 indie games in the Potato Pack in order to release Portal 2 early. Fantastic marketing scheme, no?

On a related note, if you own these games. PLEASE PLAY THEM. I'm dying here. Posted Image

Blender 2.5 to XNA 4 - with animations

04 January 2011 - 12:08 PM

I tried to reply this to my earlier thread where I asked for help on this, but apparently it's been retired.

In case anyone else is having trouble exporting FBX animations from Blender 2.5 to XNA 4, I thought I'd share my process I scrounged up. It's all out there right now, but it takes some Google-fu to piece everything together.

1. Install this export script for Blender 2.5, and use it instead of the default FBX exporter.

2. The XNA 4 team didn't have time to add support for multiple takes in FBX files, so you'll need to use this content importer, which automagically splits the single file into multiple files and imports them separately.

From there on out, you can follow the XNA skinning sample. I went ahead and modified it to demonstrate how to set everything up. Here's my modified version, which includes a Blender 2.5 .blend file (complete with crappy animations), a .fbx file, and all the necessary code.

Anyway, the result is, you can hit "export" in Blender, and poof, animations in XNA!

Hope someone can benefit from this. Cheers!

Multiple Blender animations in XNA

18 October 2010 - 05:43 AM

I'm currently using this modified FBX Blender exporter, and the standard skinned mesh sample. It works okay I guess (lots of little annoyances), but multiple animations ("actions" in Blender, "takes" in FBX) aren't working. It looks like the XNA importer recognizes that all the takes with their correct names, but they're all duplicates of each other. I'm experimenting with combining all the animations in a single Blender action and slicing it up, but that is way too much work for a pipeline that needs to have rapid iteration.

Has anyone used this pipeline effectively?

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