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Member Since 16 Feb 2006
Offline Last Active Yesterday, 09:17 AM

Topics I've Started

Require at least one Image in Your Announcements

02 October 2014 - 07:02 PM

I'm frequently checking out the "Your Announcements" board and often I come across topics containing only a link and 10 lines of not formatted text.

These topics are usually created by users that (mostly) just registered to create their promotion topic and to be never seen again after that.


To attract higher quality topics I would like to suggest that topics created in this board

should have a rule enforced that at least one image needs to be embedded in them.

What do you think about this, am I exaggerating this ?


07 April 2014 - 11:24 AM



Hello there,

after almost three years of development I'm very proud I can finally announce our game engine: Xe-Engine™.


What is it?

Xe-Engine™ is a cloud based, high performance 3D game engine enabling you to develop 3D browser games

with a graphical fidelity near current AAA titles directly inside your browser.


Through its sophisticated cloud architecture you're able to leverage a new level of collaboration

and seamlessly work together with your team, be it within the office or spread around the globe.


With support for more than 40 industry standard 3D file formats, well over 100 image formats as well

as Unity® packages, Xe-Engine™ can handle almost all of your current and future assets.


Xe-Engine™ was developed using only plain JavaScript, so in case you want to go beyond the provided visual

programming tools you can do so with easy to learn web-technologies like HTML, CSS and JavaScript.


More features are described on the website mentioned below.


When is it?

We're aiming for a summer release for the closed beta followed by an open beta a month or two later.


Find out more and sign up for the beta at www.Xe-Engine.com


I'll keep this thread up to date with news about the engine towards the beta launch.

Feel free to ask questions here if you have any.

HLSL: Shader renders indices wrong[XNA]

30 March 2008 - 11:42 AM

Hello again ^^ I'm still working on my terrain-engine. I want to get into HLSL and tried to render my terrain with my own shader. Its just a basic shader that calculates the position and texture but it messes up the index order... With the basic shader all looks great... Shader Source
float4x4 World;
float4x4 View;
float4x4 Projection;
float4x4 WorldViewProjection;
float4 AmbientColor;
texture Texture;

struct VertexShaderInput
    float4 Position : POSITION0;
	float4 TexCoord : TEXCOORD0;

struct VertexShaderOutput
    float4 Position : POSITION0;
	float4 TexCoord : TEXCOORD0;

sampler TextureSampler = sampler_state
	texture = <Texture>;
	magfilter = Anisotropic;
	minfilter = Anisotropic;
	mipfilter = Anisotropic;

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
    VertexShaderOutput output;
	WorldViewProjection = mul(mul(World,View),Projection);
	output.Position = mul(input.Position,WorldViewProjection);
	output.TexCoord = input.TexCoord;
    return output;

struct PixelShaderInput
	float2 TexCoord : TEXCOORD0;

float4 PixelShaderFunction(PixelShaderInput input) : COLOR0
    return( tex2D(TextureSampler,input.TexCoord) * AmbientColor);

technique Technique1
    pass Pass1
        // TODO: set renderstates here.

        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_1_1 PixelShaderFunction();
Screenshot of the messed up terrain http://www.gwebspace.de/lj_1102/WindowsGame22008-03-3100-42-51-25.png PS: culling is disabled on the screenshot to show the structure...

Problem with terrain primitivetype

23 March 2008 - 02:27 PM

I'm actually on a terrain class in C# and xna that generates a terrain out of a highmap. I was wondering about the framerate i got, a 32x32 Terrain slows my machine fully down...(about 15 fps on C2D@3.6 - GF8800GTS - 2GBRAM o_O) I think its because I'm rendering it as a "TriangleList", what do i have to do to get the indexbuffer up for TriangleStripe ? When I change it i get only bout the half of the terrain the other half is wrong mapped. I was thinking about clustering it (for later lod experiments) but i have to understand the indexbuffer first ^^ hope you can help LJ_1102

Linked Lists for Particles

16 February 2006 - 08:49 AM

Hi every one ! I'm new to game-development in C++ and have a problem. I've wrote myself a sprite class. When I tried to build a linked list it dont recognized my sprite object :( What can I do? Is it the right way to programm a small 2D particle demo?