Read the post on Machaira's Space blog: "... Looks like Ben Nitschke's XNA book, Professional XNA Game Programming For Xbox 360 and Windows, is doing pretty well. I got a call from Chris Webb at Wrox (since I was the tech editor on the book) letting me know that it's in the top 600 of all books on Amazon.com (it's at 520 at the time I'm writing this) and in the top 20 of Computer books (16 at this time). Looking at the computer related books ahead of it and considering where it's at having only been available for a couple of weeks, I have a feeling it's going to move quickly up that chart ...".Congrats, man!
Tuesday, May 01, 2007
From the post: "... I had previously been doing all my collision stuff during my physics steps, which led to pretty fantasic failure cases. I was checking to make sure the objects were heading in the same direction before I’d say there was a collision, but this often led to objects coming to a rest while penetrating another object (say two objects interpenetrated and bounced off each other, but not with enough force to actually seperate them) ...".Read on.
From the post: "... Anyway, since I’m starting the development process over, I can’t just upload the entire engine for you all to try. Again, I’m really sorry. However, the PostProcessor will stay pretty much the same in terms of how it is called, so I decided to show you just how easy it will be to add Post Processing to your game ...".Watch this space!
From the posts: "... Below is a shot of a SimpleGUI Window hosting a SimpleGrid control and four ButtonLegendLabels (I need to come up with a new name for that one) ...".
From Jonas' post: "... So as I mentioned in the beginning I just completed my implementation of PONG written using the XNA framework. I wanted my PONG game to be more "complete" than some of the XNA PONG samples available online. There are some nice tutorials you might check out. One of them is a video tutorial over at LearnXNA that walks you through an implementation of Pong. Two other implementations worth checking out are Rob Loachs' XNA Pong and Tiny Tennis up on Coding4Fun ...".Welcome, Jonas!
From the post: "... In other words: When starting the game, the static Farseer is not created. If a piece of code tries to access the Physics property, then the static part of Farseer is created. Or, if someone tries to instantiate Farseer, it is not instantiated, but the static part is activated ...".More after the break!
From the article: "... To cull an object, you have to compute the object's bounding volume. Since we are keeping this article simple we will use bounding spheres. Bounding spheres are both economical and very fast.
Iterating thru the meshes in a model, we can merge the bounding spheres to produce a composite that bounds the entire model ...".