Wednesday, April 25, 2007

A SIMPLE POST-PROCESSING BLOOM/BLUR EFFECT

Jamezila from skasoftware.com has submitted a handy tutorial on post processing bloom/blur effects to Ziggyware, which includes source code and a zip file to downlaod.

Read on!

ADDING "HYSTERESIS" TO YOUR DECISION MAKING CODE

Shawn has posted and interesting tutorial on how to handle discrete decision making from the changes in the values of continuos analog input: just by adding "hysteresis".

From Shawn's post: "... The problem is, game simulations tend to produce a lot of small and basically random fluctuations from one frame to the next. When these values are used to control a discrete decision, and when the input value is close to the decision threshold, the results can look pretty silly ...".

There's an interesting discussion going on there, so I suggest you read the post.

Bye!

Tuesday, April 24, 2007

XNA GSE 1.0 REFRESH RELEASED

Finally!!! The first update for XNA GSE v1 is now out ...

From the XNA Team Blog's post: "... We’ve gone over many of the features outlined in the announcement we made at GDC 2007. One thing we didn’t really cover previously is compatibility. The entire team made a conscious effort to maintain compatibility with this release.

Your game should just recompile in 1.0 Refresh with no changes required. Any game that is compiled should run fine if you have 1.0 Refresh installed.As mentioned, you can continue to use 1.0 on your Windows computer with 1.0 Refresh on the Xbox 360 console.

Games that are built on 1.0 Refresh may run on 1.0; however, if you are using new functions or features in the XNA Framework (such as font functionality), it will not work properly.You can download the XNA Framework 1.0 Refresh for including in your installer as you start to upgrade your games ...".

Donwloading it right now!