ReyLitch

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About ReyLitch

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  1. Hi again, I am developing a 3D platformer game in XNA. Despite being a completely 3D, the player only moves on two dimensiones (2.5D). In this moment I am trying to detect colision between the main player and ground of the scene. For best performance, I implemented an octree in which I add all scene. Until now I have just used it to not having to paint the entire scene in each iteration of the main loop. The main player is not included in the octree and I don't know if I have to include it. I would not have to go completely octree for check if the player collision with the ground, is it possible? Thanks in advance. PD: Sorry for my English's level.
  2. Hi, I am developing a 3D game using XNA. Now I am trying to implement deferred rendering for render lights and shadows. The base code that I am using can be found in this page: [url="http://roy-t.nl/index.php/2010/12/28/deferred-rendering-in-xna4-0-source-code/"]http://roy-t.nl/index.php/2010/12/28/deferred-rendering-in-xna4-0-source-code/[/url] I don't know if anyone has seen this code. I have some questions about some parts of the code: - Is it necessary to use a own pipeline? In the code there is a class "DeferredRenderedModel" with a code that I can't understand. - All models that I am using are exported from Maya using a FBX component. Is it necessary to use a different tools for model or for export it? - Why is it necessary to use the QuadRenderer? - There is an effect called "RenderGBuffer" that is only used in the own pipeline. I have assumed that the parameters specified in the effect when rendering the models in the function DrawModel, refers to RenderGBuffer. Is it possible to use it without having to create my own pipeline (DeferredRenderedModel)? How can I implement it? I lost a lot of time trying to do but failed. Thanks in advance. PD: Sorry for my english level.
  3. Parallax scrolling in 3D game

    Just come now to answer myself. I rushed a bit to ask the question. After a little more research I realized what you said. I am sorry for the inconvenience for the confusion.
  4. Hi, I am trying to implement the parallax scrolling in my XNA 3d game. However all information that I have found is always refered to 2d games. I have just implemented an octree in my game, so I have to add the differents "layers" of the parallax in the octree and then the problem start. I see multiple alternatives for implementing the parallax. The first alternative is moving in the Octree the "layer" with the speed assigned to it as the player moves. The problem with this is that I have to update most of the Octree every time the player moves. The second alternative is not modifing the Octree. Instead, I would modify the BoundingFrustum of the camera to adapt it to each layer. The problem is that I don't know if I can modify the BoundingFrustum and if I can modify it, I have to find the correct position of the layer rendering (it isn't the original position of the layer). Is there a simpler alternative that I have just outlined? Or at least faster? Thanks in advance. PD: Sorry for my english level.
  5. @dimitri.adamou I am goint to start with it. If anyone knows a help link, he / she can post. @Infernal-rk I have found three videos that are what I want: - http://www.youtube.com/watch?v=AU7ILnizRdU - http://www.youtube.com/watch?v=Q9bytQZLUZs - http://www.youtube.com/watch?v=grB8Q8vuvwY In the last video, the player can rotate the camera but I don't want that this can be done. I think of creating a level editor in which the player can insert the elements always having a fixed cubic size. I this cube, it is possible not to occupy the entire size of it and only a part. For example, if I want to insert a staircase with 45 degrees, half of the cube will be empty. However it is possible that I have some difficulties if I want to insert something smaller (in this case I think about having the ability of insert cubes with smaller size but fit in the original cube size). Is it crazy which present? Thanks again in advance. PD: Excuse my English level.
  6. Hi, I am developing my first serious game with XNA. I decided not to use an engine already done in order to learn how it is implemented. About two months ago I started and I have reached a point where I don't know how to continue. The main aspects of the engine I have achieved are: - Texture Manager (it controls load, unload, add and remove textures using threads). - Model Manager(it controls load, unload, add and remove models). - Camera Manager (it controls the differents types of cameras that are active in the game). - Canvas Manager (it controls the scale of the result image drawn in the screen with different aspect ratio). - Screen Manager (it controls the different screens shown in the screen like main menu, option menu, game screen...). - Animation Manager (it controls the differents types of cameras that are active in the game). - Settings (a class that contains the different options selected by the player with load and save methods). - Input (an single class that contains different methods for check what keys has been pressed). - String/Subtitles (a class that contains only a unique public method that returns a string/subtitle based on an identifier and the selected language that appears in the settings class). - Different types of cameras including a free camera, a fixed target camera and a chase camera. - A single animation class that only controls changes in position, scale and rotation of models. - Different classes for control post processing effects using RenderTarget (now only has a gaussian blur). - Many classes to handle the different menus and menu entries that appears in the game. - Two different class that control loaded models and drawable models. I have separated the models in both classes to not have to load the same model if I have to paint it several times. - A simple log class. I have finished the menu but now I am starting with the game and I have no idea how to continue. I have looked at many sites and have posted in this forum ([url="http://www.gamedev.net/topic/629129-how-to-design-the-levels-in-a-platform-game/page__p__4966389#entry4966389"]http://www.gamedev.net/topic/629129-how-to-design-the-levels-in-a-platform-game/page__p__4966389#entry4966389[/url]). I just finished implementing the octree but really do not know how to proceed (scene-graph, etc, etc, etc). I think there are many alternatives and I don't know which to continue (in the referenced post I explained that was what I wanted to achieve). Does anyone know how I should continue? Thanks in advance.
  7. Independent resolution

    You're right, the problem was SetResolution(). Thank you very much.
  8. [quote name='Lightness1024' timestamp='1344430867' post='4967374'] for me, clearly all the good games that I played were entertaining because the design was creating an ambience. this ambience must be coherent with the game environment and story. And should try to be artistically made the best looking possible with the given technology. (the chosen game engine) Sound must not be taken lightly, it has 30% value for immersion and HAS to be coherent with the graphic design and aimed ambience. If sound fails, everything fails. (it includes music of course, or lack of such) [/quote] Thanks for the advice but I refers to how to implement levels (using tiles in 3D space, isometric, etc.)
  9. Hi, I am developing a game with XNA and I am a little desperate with resolutions. For now I have only implemented the main menu but I want to get a game that is independent of the resolution. As I am a beginner, I haven't taken into account the resolution so far. When I started to change the resolution, began my real headache. The background image that I use has a 1920x1080 resolution, so it has an aspect ratio 16:9 (panoramic). The initial resolution was 800x600, so the background image looks stretched. The same happens with resolutions with aspect ratio 4:3 (640x480, 1024x768...). Before post in this forum, I search information on Internet and I find this solution: [url="http://www.david-amador.com/2010/03/xna-2d-independent-resolution-rendering/"]http://www.david-amador.com/2010/03/xna-2d-independent-resolution-rendering/[/url] (and similar in other pages). The solution offered by the site seems perfect to me at first because I wasn't thinking of using two resolutions (one internal for drawing and one that correspond to the size of the windows). However I has been observing some problems: - The first thing is the fullscreen mode. When I turns the game in fullscreen mode and its resolution is lower than the OS's resolution, the game doesn't stretch the resolution to fill the entire screen. This makes that the game looks at the center of the screen but appears black border on both sides of the screen. [center][img]http://s9.postimage.org/w1otdy0pr/Foro1.png[/img][/center] - The second problem is again with the aspect ratio. As I say above, the aspect ratio of my background image is 16:9. However the resolutions that I am trying has an aspect ratio of 4:3. With the page solution, I has the same problem (the background image seens to be stretched). I started to research the code to find a solution and changing the function RecreateScaleMatrix() to this: [source lang="csharp"] private static void RecreateScaleMatrix() { _dirtyMatrix = false; float aspect = 16.0f / 9.0f; _scaleMatrix = Matrix.CreateScale((float)_device.GraphicsDevice.Viewport.Width / _virtualWidth, (float)_device.GraphicsDevice.Viewport.Height / _virtualHeight, 1f) * Matrix.CreateScale(1, EngineManager.GameGraphicsDevice.Viewport.AspectRatio / aspect, 1) * Matrix.CreateTranslation(0, (_device.GraphicsDevice.Viewport.Height - (_device.GraphicsDevice.Viewport.Height / aspect)) / 4.0f, 0); } [/source] seems to be solved, but only on certain resolutions and futher reducing the rectangle which show the final result. I have been thinking all these problems all day and I realized that without knowing exactly the resolution of the image to draw in advance (it can be have a aspect ratio of 4:3, 16:9 or other) is almost impossible to draw an image clearly. Does anyone know how to solve all these problems? I have lost many days only in this and I am really frustrated. Thanks in advance. PD: Excuse my English level.
  10. Hi again, I have been researching during this days and I found many alternatives. As I indicated above, I want to make a platformer game similar to Metroid Fusion in a 3D world but with a 2D camera movement: [media]http://www.youtube.com/watch?v=9xroqahxuGI[/media] The alternative that I think best suits what I want to do is use a 2D tile engine but changing the tiles for 3D models, and then apply this concepts ([url="http://www.gamedev.net/page/resources/_/technical/game-programming/the-guide-to-implementing-2d-platformers-r2936"]http://www.gamedev.n...atformers-r2936[/url]). Does anyone know other alternative that better suits what I want to do?. If the alternative that I have described before is good, does anyone know where I can found a tutorial to show me where to start? Thanks in advance.
  11. Hi, I am developing a 3D platformer game like Metroid Fusion with XNA. I have many classes for different elements as models, game screens, postprocessing and so on. Now I want to start designing the levels but I think that the levels needed in a platformer game are not as conventional (by conventional I say something like this [url="http://desmond.imageshack.us/Himg291/scaled.php?server=291&filename=map1o.jpg&res=landing"]http://desmond.image...jpg&res=landing[/url]). I am very lost and not know where to start and how to structure it. Thanks in advance. EDIT: Sorry I forget to add the link in "this".