Archive for category Tutorials
It is been a long time since i searched to the first time how to do a keyframe animation in Xna, and occurs me to make another way, so i use bone animation in a simple way, emulating the behavior of a simple keyframe animation. Leia o resto desse post »
This tutorial will show how to use the ploobsengine build in finite state machine. (the complet list of tutorials can be found here) The code for this sample is NOT included in the advanced demos package avaliable for download (but you can easily copy and past from this post).
Finite State Machine (FSM) is a very classic (and simple) AI technique used in almost all kinds of games, for a good explanation visit this site.
This is a 101 tutorial of how to use the PloobsEngine in a simple example from scratch.
In this example we are going to create a simple little car controlled by the keyboard. Showing and providing the assets used in it.
You can download [download id=”39″ ] the Visual Studio Project
You can download [download id=”40″] the Assets of the project.
This page will grow as soon as more common doubts appears.
A idéia deste post é mostrar os passos que a galera deve seguir para constribuir no desenvolvimento da PloobsEngine.
Devido à diversidade de conhecimento do pessoal e da necessidade de politicas para garantir a qualidade do código (em especial a parte do core da engine), foram adotados alguns processos que ditarão o desenvolvimento de novas funcionalidades.
This tutorial will talk about how to play all kind of sounds using PloobsEngine. (tutorials series here)
The PloobsEngine has basicaly three types of sounds: The 3D sound effects, the 2D sound effects an a Music Player.
A ploobs engine utiliza uma versão bastante customizada da API XnaAnimation como importer e renderizador de modelos animados. Por permitir um bom. Nesse post vou mostrar todo o pipeline de animacao usado na PloobsEngine, desde o 3Ds Max até o Visual Studio, (não vou falar de rigging, de como criar a animação ou de modelagem), focarei no processo de configuracão e utilização dos modelos.
Hi, This tutorial is the first from the series: PloobsEngine Advanced Tutorials. It will talk about how to use normal, specular, glow and paralax mapping with PloobsEngine. (tutorials series here)
One of the greatest beneficts of Deferred Shading is the possibility of separating the light and geometry calculation. For us, in simple way, this mean that we dont need to rewrite all the phong calculation in every shader we build. The materials are just different ways of processing the geometry, the lighting evaluations remains exactely the same.
Hi all. This tutorial will be diferent from previous ones. We will talk about how to use the engine intrinsic objects to handle common tasks like loading/creating assets, render objects and recover graphic related datas. (tutorials series here)
We already used most of this functions in the last tutorials, but now we will explain each of them in great details.
This tutorial is the last from the series Introduction Demos, the next ones will talk about more advanced features.
This tutorial will talk about the PloobsEngine Initialization Parameters. (tutorials series here)
The tutorials so far used some “curious” options when initializing the engine, now we will talk about each of those misterious choices. =P
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