Thursday, May 03, 2007


A group of students created this funny stop-motion video with over 3000 photos:



There's a new article on Cornflower Blue's blog that demonstrates how to extend the content manager so as to handle the setup of models being imported.

From Eli's post: "... I don't know about everyone else, but usually the first thing I do after loading models is loop over their effects and set up their lighting. (Check Shawn's blog to read more about the standard lighting rig and per pixel lighting. ) The other day I thought of a neat way to tuck this code away a little, so I thought I'd share.

A subclass of ContentManager could easily handle the model setup code for us automatically. It could check what kind of content it's being asked to load, and if the content type is a Model, it can set up the model automatically ...".

Read on!


Jamezilla has submitted a new tutorial to Ziggyware which shows how to implement a shockwave distortion effect in HLSL.

From the tutorial: "... The render routine will draw the scene to a RenderTarget2D, then draw the render target to backbuffer normally, then draw the render target to backbuffer again with the shockwave shader ...".

Let's read!


Cube2D has submitted a new tutorial to Ziggyware which shows how to move sprites over bezier curves.

From the tutorial: "... Just about every beginners tutorial for XNA starts off with the same things, making a sprite move along the screen. I'm going to show you how to do the same thing, but over a curved line, more specifically over a Bezier Curve. Curvy behaviour its a pretty neat thing to do for some games. You could set up a Physics engine to solve all movement in you game (a relatively complex thing to do) but for some games this would be unnecessary. For example, if your making a side scrolling shooter with aeroplanes you could very easily make your missiles drop from your aircraft, curve backwards a bit and then speed forward ...".

Read on!