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!Tuesday, May 01, 2007
FRUSTRUM CULLING IN XNA
Inverse has posted an article at Ziggyware showing how to cull objects relative to a camera's frustrum.
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 ...".
Read on!Monday, April 30, 2007
VISUAL3D.NET BETA 1 EVALUATION GUIDELINES
Realmware Corp. has recently released the "Guidelines for Evaluating Visual3D.NET Beta 1".
From the guidelines: "... In order to make your evaluation a positive experience that helps us better Visual3D.NET and ensures you have the information you need work through crucial issues we ask you to adhere to the following guidlines during your evaluation of Visual3D.NET ...".
If you are a betatester, you should have already read them or be reading them right now.
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