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About SilverCoder

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  1. Fox&Chicken

    "Fox&Chicken" was released at the weekend and is available at the App Store for iPad/iPhone/iPod. It's a classic board game which we played a lot in our childhood. A friend of us is a passionate "Fox&Chicken" player and asked us to develop the game for the iOS. It took as about 3 weeks to design, implement, test and finalize the game. Coding was done with XCode using native Objective-C. I've used the Sparrow-Framwork for rendering, animations and sound. The graphics were done in Photoshop.
  2. A classic board game returns! As the game name “Fox&Chicken” indicates two clever Foxes try to mess on the game board with 20 Chickens. But let's wait and see if that is actually a good idea as the Chickens might be just as wily as the cunning fox if they play their moves rights. Available for iPad and iPhone/iPod. [url=""]App Store link[/url] [url=""]Visit us on Facebook[/url] [url=""]Homepage[/url] We are working on the Game Center integration to provide an online multiplayer mode. [url=""][img][/img][/url][url=""][img][/img][/url][url=""][img][/img][/url][url=""][img][/img][/url] [media][/media]
  3. Depth of Field

    hi, i am doing this way 1.) render scene depth to a texture ( seperated texture because i use it also in other post process shader ) 2.) render scene to a texture 3.) blur the scene texutre 4.) in a pixel shader blend the normal and the blurred scene according to the depth information. gl_FragColor = mix( sceneColor, blurColor, saturate( focusRange * abs( focus - depth ) ) );
  4. Quote:@SilverCoder: you cheated ;-) oh you've got me there ;)
  5. Quote:1. I know that (at least in some forms) shadow volumes have to draw the shadow onto a texture and then stretch it out over the entire screen. shadow volumes extrude the corresponding edges of shadow casting objects Quote:do shadow maps use this approach? you render the scene from the light pov and then when you shade your scene you test the pixel depth against the light depth texture to determine if a pixel is in shadow or not. Quote:do they map the texture onto the objects themselves you can do this during normal shading or as a post process. for example if you already need a scene depth texture, then you can realize it as post process. or you implement it in your shader. Quote:Do shadow maps require use of the stencil buffer at all no Quote:Can the texture that the shadow map is on be blurred with a simple gaussian blur? yes, you can do everything you want with it to clarify: it depends if it is the shadow map ( scene depth from light pov ) or the result of a post process with the shadow map projected onto the scene as Harry Hunt describes it. [Edited by - SilverCoder on November 7, 2007 9:12:19 AM]
  6. Making games that are not event driven?

    hi use the kbhit() function ( defined in <conio.h> ) if(kbhit()) { char c = getch(); switch(c) { ... } }
  7. using the same class reference more than once

    hi, e.g. create a static RoomManager class which stores the room instances. public static RoomManager { static Dictionary<int, room> m_Rooms = new Dictionary<int, room>(); public static int Addroom( room roomInstance ) { static roomId = 0; m_rooms[++roomId] = roomInstance; } public static room GetRoom( int roomId ) { return m_Rooms[roomId]; } } then somewhere in your code write room = RoomManager.GetRoom( 1 );
  8. pixel shadow for pixel changing

    hmmm... it should be possible to do it in one pass. simply compare the output of a shader which do it in one pass and another one doing it in 2 passes. one important thing is that your input texture is not the target texture you render to. this will end in an incorrect output because you are writing to the texture while you are reading.
  9. pixel shadow for pixel changing

    hi, here is my simple blur hlsl shader. you need 2 rendertargets. PS == pixel shader first take your image as input and BlurHorizontal into the first render target ( rt0 ) then take rt0 as input and BlurVertical into the second render target ( rt1 ) then you have the blurred image in rt1. struct PS_IN { float2 TexCoord: TEXCOORD0; }; float4 BlurHorizontal_PS( PS_IN IN, uniform sampler2D scene: register( s0 ) ) : COLOR0 { float4 sceneColor = 0; for( int i = -4; i <= 4; i++ ) { sceneColor += tex2D( scene, float2( IN.TexCoord.x + ( i * 0.004f ), IN.TexCoord.y ) ); } sceneColor = sceneColor / 9; return sceneColor; } float4 BlurVertical_PS( PS_IN IN, uniform sampler2D scene: register( s0 ) ) : COLOR0 { float4 sceneColor = 0; for( int i = -4; i <= 4; i++ ) { sceneColor += tex2D( scene, float2( IN.TexCoord.x, IN.TexCoord.y + ( i * 0.004f ) ) ); } sceneColor = sceneColor / 9; return sceneColor; }
  10. try googling for "z sorting" i hope this helps
  11. in which order are you drawing the meshes? if you are drawing transparent objects the order they are drawn is very important. you have to draw them from far to near. in your case: - enable alpha blend - draw x - draw y - draw z - disable alpha blend
  12. Any c# experts here?

    Quote:Original post by 3Dgonewild Quote:Original post by SilverCoder as far as i can see this looks like xml. so the simplest solution is to use a xml parser. e.g.,1895,1934066,00.asp Wow that looks easy! But where can i find some xml templates , just to see the file structure ?? Oh , and btw , i found how to read characters one-by-one.. you do not to store the number of objects, because you can determine that in code. look at the xml samples in the msdn and it shouldn't be a problem to read the following sample xml file. <?xml version="1.0" encoding="utf-8"?> <Scene> <Objects> <Object id="Object01"> <Position x="6.1" y="5.0"/> <Material id="Material01"> <Texture>mytexture.png</Texture> </Material> </Object> <Object id="Object02"> <Position x="0.0" y="0.0"/> <Material id="Material02"> <Texture>mytexture01.png</Texture> </Material> </Object> </Objects> </Scene>
  13. Any c# experts here?

    as far as i can see this looks like xml. so the simplest solution is to use a xml parser. e.g.,1895,1934066,00.asp
  14. MAGIC Game Dev Contest - Results are in!

    I'm in.