Archive for 2012
Some years ago i implemented a full Software Render (learning purpose) using just regular C#.
Some days ago i was desperate trying to find a good Triangle rasterizer with perspective correction and then i remembered about the code i had written !
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We know that C# is a garbage-collected language. This usually means that we (programmers) don’t need to explicitly free our own memory. When we talk about a reference to an object in .NET (and in most other garbage collected languages), we are talking about a “strong” reference. As long as that reference exists, the garbage collector won’t collect the object behind it.
A weak reference is a special type of reference where the garbage collector can still collect the underlying object, even though you still technically have a reference to it. Leia o resto desse post »
Olá pessoal, durante a SBGAMES 2012 apresentamos um tutorial sobre um overview de inteligência artificial para jogos passando por um caso de estudo do jogo Left 4 Dead
Some classic ways of simulating Full Dynamic Reflection in Computer Graphics are Spherical Reflection (very low quality with lots of gaps but extremely fast), Dual Paraboloid Reflection Mapping (not so slow but not so beautiful) and Dynamic Cube Mapping (Slow but awesome quality).
In this post i will present a way to implement the Dynamic Cub Mapping Reflection in WP7 using only the built-in shaders provided by XNA. Leia o resto desse post »
This Post will talk about our custom Building System used to create the PloobsEngine MSI Package. Lots of time ago, when the engine code and the project number were smaller, we could afford to build our packages by hand, but when things got bigger and bigger the necessity for something fully automatizated became obvious. Leia o resto desse post »
When we have no custom shader, we need to make some sort of little magics to create usual effects like Skybox. This Small post will show a way to simulate this visual effect on Windows Phone 7.
The trick is actually very simple, we just “extract” all the textures from the cube map texture (normally we feed it to a shader that would sample it with the eye vector, but we dont have custom shaders …) and draw all of then each frame (transformed by the camera matrices).
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In this tutorial we are going to learn how to integrate silverlight pages and ploobs engine and enjoy from both worlds.
This video doesn’t have sound yet, but int the next one i promise to talk, but i tried to make slow movements and in a logic sequence.
In this video as my idea is to show how easy is to make a game using PloobsEngine i ventured to make this with no cuts or edits so forgive me for my little slips.
My advice is to go jumping when you think you are okay for what i am doing because I was very slowly
Here i am going to port the Bunny Rocker from Panela Games
This is a pretty simple tutorial as is the very first begining.
In PloobsEngine creating a mobile game, you can use silverlight to create your interfaces or even huds, which makes it much easier than position your assets in the code and you can enjoy of the state control from silverlight.
Our Friend Fernando Figueira (Caverna) from Microsoft presented some demos of our Game Engine in Brazilian Finals of the Imagine Cup (Brasilia) and in Windows Phone Day (Curitiba – also Brazil).
The full Presentation in Portugese can be seen in the following link: http://www.microsoft.com/
The presented Demos Source Code can be downloaded here
We also have a small ppt talking about each demo here.
In the last few days we (me and LinuxLich) implemented some cool new features in our C# version of Artemis.
Summarizing, Artemis is a high performance Entity System framework for games, originally written in Java by Arni Arent and Tiago Costa, now ported to C# by us.
Its goal is to provide a clean API to abstract your game world organization into entities, components and systems. Leia o resto desse post »