From Shawn's post: "... Per-vertex lighting is efficient, and it looks good on models that contain lots of highly tessellated triangles or which don't use too much specular. It can look pretty bad on lower resolution meshes, though, ..."`.
Read on ...Friday, April 20, 2007
A GLIMPSE ON XNA'S PER PIXEL LIGHTING
Yes, you've read it right: on the upcoming release, the XNA Framework will add a "built-in" per pixel lighting -through the "BasicEffect" class, and Shawn's explains how to deal with it.
UPDATE: "BULLET HELL TACTICS"
Bullet Hell Tactics' getting a graphics update as you can tell from this catchy titlescreen.
From the post: "... Tonight I worked with some new graphics for player shield and the "energypacks" the enemies drop. Sometimes it's fun to just sit and play around with colors and some filters in photoshop, what a difference - so much better! ...".
Nice!Thursday, April 19, 2007
SETTING UP "GUIMANAGER"
Check out Aaron's blog for his first tutorial, which covers setting up his GUIManager class.
From Aaron's post: "... The simplest way to begin is to use the GUI_Testbed project as a starting template. I simply created a new source file containing a class called Tutorial1, and set that as the startup Game object in Program.cs. You could also just use the existing GUI_Testbed.cs if you don't feel like starting from scratch ...".
More news after the break ...
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