Setting View Matrix For CubeMap Rendering

Recently, some guys asked me how to set the view matrix to create dynamic CubeMaps of a scene (and eventually use it for things like dynamic Reflection or PointLight Shadow Generation).
We did not have this on PloobsEngine, so i decided to implement and then tell how do i achieved that.
The idea is actually very very simple, you just need to point your camera to the 6 “cube” orientations and render the scene then store the result in the cubemap +P. The only trick is to associate each cube face with the right View Matrix. Leia o resto desse post »

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PloobsUpdater 1.0 Released

untitledPloobsUpdater is a simple App that helps people Downloading new versions of PloobsEngine (Engine Dll, Demos, Documentation and Auxiliar Apps). It also notifies when new versions are avaliable.

Download Link

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Slides da Apresentação sobre Shaders no PiraGamedev

Segue Link para apresentação que fizemos no evento Pira Gamedev 2012 sobre Introdução à Shader e pipeline programável.


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Slides sobre Game Engines

Há um tempo atrás nós fizemos duas breves apresentações introdutórias sobre Game Engines.

Seguem os Slides que utilizamos:


PloobsAndGameEngineFull.pptx (vários slides em hide)

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Opentk – Extracting Data from VBO with granularity

As the future of XNA is not so clear, i decided to invest a considerable time in the 3D port of  Monogame. I joined the group and started to contribute with some code. My goal is to run PloobsEngine completely on Mono Platform (Windows + Linux + Mac + IOs + Android).

In this post (and i hope in lots of more) i will put some parts of the code (some done by my, and lots done by others)  used in the project that could be usefull for everyone. Its is not going to a tutorial, it will be more a code snipped. Leia o resto desse post »


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C# Wrapper for RVO2 3D (for Crowd Simulation) Released

Some time ago i was looking for a good crowd simulation api for C#, i found sharpsteer but it was not stable (in terms of simulation accuracy) enough for my needs. The only one i found was RVO (really good one =P) that is written in C++.

I ported the RVO 2D version for XNA (works on Windows Phone 7) and created a wrapper for the RVO3D and RVO2 2D using C++/CLI. Leia o resto desse post »

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SharpDx Source Code Example

Some days ago i was playing with SharpDx Lib (for those who does not know it yet, it is a managed wrapper for Directx 11, check their repo:
I have made a simple sample that loads lots of formats of models and textures (using for this) and show that to the screen.
In the Future, when i have time, i plan to add some physic simulation to it. Probably using Bullet Sharp or Physic.Net wrappers. For now i will focus on porting the 3D part of Monogame =P
The Sample Code can be found here:

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Rendering Text on 3D with Windows Phone 7

This Short Post will show how to render 2D Text in a 3D World with XNA 4.0 (PC , Xbox 360 or Windows Phone 7).

The idea is pretty close to this one about classic 3D Billboards, so i wont wast your time explaining how things works.
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Artemis and PloobsEngine working together

All right now it is time to go deeper and solve some problems.

  • How to sync between this two world ?
  • How to create the artemis objects dinamically and persist in ploobsengine world ?
Developing the TechDemo, we face some chalanges. One of the most was to connect Artemis with PloobsEngine without been to much intrusive for either side.

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Battle Simulation With Lanchester Model in C#

This post will show a simple implementation of the famous Lanchester equations to simulate battles “evolution”.

For those that does not know this model, i really recomend this and this PDFs. (especially the first one). For the rest of the post, iam assuming that the reader “WILL read” these recomended texts =P.

Lanchester modeling is pretty beautiful cause it is based in very simple hypothesis and even so, it stills very usefull. (not so good as some stochastic models but good enough for lots of situations ).

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