From the post: "... Stencil is usually an 8 bit integer value, and is attached to each pixel in addition to the usual color and depth values. You can set renderstates to control how values are written into the stencil buffer while drawing graphics, and also to specify that graphics should only be drawn in areas where the existing stencil values meet specified conditions ...".
Consice, accurate and practical. The best part on the series so far, imho of course ... cheers!Friday, May 18, 2007
"STENCIL SWIPES"
Thursday, May 17, 2007
"XMESSAGE" XNA COMPONENT
From the post: "... the component allows an image to be displayed with the text, and the text is also dynamically changes acording to the size of the dialog. When running the demo use the left mouse button to move the dialog and the right mouse button to resize the dialog ...".
See ya!Wednesday, May 16, 2007
INTERVIEW TO THE TEAM BEHIND "TOWER DEFENSE"
From the interview: "... There are four of us currently under the Focused Games umbrella. Justin O'Dell (Anxiety), has been taking care of a lot of the core gameplay functionality such as how the map works and how state, player and enemy management works. Matthew Randall (EviLDeD) wrote the entire audio core for the game, and also did quite a bit of work with Towers and Enemies to get them to track, shoot, move et cetera. Mart Slot is the one responsible for all the fancy particle effects in the game, which will be more prominent in the future. I, John Sedlak (Krisc), have been responsible for the user interface and a lot of the front end work like how the user interacts with the map, how they change levels, and build towers ...".
Later.