I hope someday we read something similar for the XBOX productline regarding SouthAmerica.
Tuesday, May 15, 2007
From the post: "... This is a very useful component since it allows for managing all of your resources in one object that is available anywhere in your engine via XNA Game Services. The code was written with the 360 in mind so there are work arounds in place for the .NET Compact Framework ...".Nice!
Hereunder is the list of changes:
- New SimpleTerrain Height and Raycast Operators,
- New audio system, with import, and preview,
- New TriggerVolume, GraphTrigger, SoundTrigger and AnimationTrigger,
- Opacity property now working on many MaterialsPlay Sound Operator,
- Ability to modify bitmap fonts from gallery,
- New Bounding Box ActionsBuilt-in support for Idle Animations,
- Random sound containers,
- New water normal texture,
- RenderColorTarget Semantic Now Evaluated Per-Pass,
- New Scene Level Bools For Enable/Disable Display Bounds, and
- Fixed some floor plane draw issues.
The preview: "... as can be seen in one of my recent news posts, I did just that while developing a world editor for my upcoming game Island War. Because of the great demand for such a component, I decided to release my XNA GameControl class to the public ...".
And the link to it.Handy, very handy ...
Plus a new video:
Also, as usual, a preview of the post: "... Animated sprites have been a fun feature to add, my implementation hangs around the concept of an animation sheet. my orc test sprite has some animations in separate.png files and some bunched together on the same .png. So how do i handle them? every animation gets a animation sheet, which contains its start frame, end frame and a reference to its texture. these are held in a dictionary as a value, the key to that dictionary is a CompassDirection (north, NorthEast ect). I have a load of these in a list, and i keep there indexes in another dictionary with a AnimationState(move, idle, jump etc). To get the correct animation sheet you just need to know what direction and animation you currently in and pull em out ...".Ultrahead's out.
From the post: "... you may not know exactly when you want things to start or stop moving. When the factors controlling your transitions get more complicated, it can be easier to switch to a physics based approach ...".Read on!
From the post: "... The StreamContentProcessor allows you to use simple stream based importer and/or processors, so you can read your content files as a stream using content.Load
- Getting started with XNA - Primitives: the basics part 2,
- Getting started with XNA - Primitives: Introducing the Index Buffer, and
- Getting started with XNA - Drawing 2D Textures.
Well, other than that, sorry for being late with the news post.
One good note: along with other books, I've receive Benny's. So I will start reading it as soon as I can and maybe post a full review (why not?).Cheers!