Monday, May 07, 2007

JOHN SEDLAK'S "TOWER DEFENSE" BETA

John sedlak has published a beta of the first game that "The Gib Factory" has ever created: "Tower Defense".

From John's post: "... It is 05/06/07, and today is the day we, "The Gib Factory", are releasing a Beta to our first game, Tower Defense. A lot of progress was made over the past week and even in the last couple of hours. Sounds have made their way into the game as well as particle effects for towers and the GUI is becoming more and more complete everyday. We are looking forward to hearing back from everyone about this version, what works and what doesn't as well as any bugs you may find ...".

Downloading it right now ...

VERTEX BUFFER, TANGENTS, BINORMALS AND SO ON

Ziggy has published a couple of handy source codes:
  1. "Converting Vertex Buffer Formats in XNA", and
  2. "Calculating Tangents and Binormals/Bitangents in XNA".

Watch this space!

NEW ARTICLE: "QUADTREE"

Kyle Shouviller has written a nice article on quadtrees with also comes with source code included.

From Kyle's article: "... Imagine a game like Pong, except with a rotating triangular ball. This ball needs to have perfect collision detection with the paddles, which means if any part of the triangle intersects with the paddle, there is a collision. You can’t just do simple radial collision detection, nor can you do rectangle collision detection, because the triangle might not actually be colliding for some collisions detected in those cases. However, performing the triangle-to-paddle collision detection can be expensive to do every frame (I know, not that expensive – but imagine 200 balls with 30 players around a big field with balls also colliding with each other, or something like that). So what are you to do? ...".

Read on!