Hi All!
It's the curse of all new blog owners to succumb to real-life issues just as they obtain the necessary motivation to start their own blog and/or tutorial website. It seems I'm no exception. (There really should be a named law for it)
Since my last blog post I have been hired by the DigiPen...
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a0208489-2d55-42de-bef3-6c89f3db6a62|3|5.0
In the previous tutorials we've focused on displaying, coloring, and texturing 3D primitives, but have thus far ignored the most important element of a scene's visible appearance - the lighting. In this tutorial, we are going to implement our first global and local illumination models to add a new, ...
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1a2612e5-1594-48d2-88ba-07368b44988c|3|5.0
This blog post serves as an announcement for my next tutorial series - the Four Elements Series. With the Intro to XNA series well underway (and Tutorial 5 coming soon), readers will soon be armed with all the techniques they need to render and interact with a basic 3D environment. So why not add an...
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4b32fa79-9c62-4cc0-bf8f-fc0bbd08f8bf|1|5.0
In this tutorial, we go from using user-provided arrays with simple, colored primitives, to using buffered primitives with full texture mapping and filtering. We will also look at some of the changes in the new GraphicsDevice class.
In this series of tutorials, I have so far been following the path...
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17ec4e5a-8c85-4492-8aef-b15932e3f409|1|5.0
In tutorial #3 we're going to be duplicating a lot of the code which was written in tutorial #2 in order to implement the same triangle and quad as last time; but this time with vertex and diffuse material COLOR! As I've stated in the last few tutorials, part of my goal for this series of tutor...
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84eca385-c56f-4b88-9a97-0e492b437fb4|2|5.0
In Lesson 2 of this tutorial series we make our first attempt at working with the XNA 4.0 3D Graphics Pipeline. By the time this tutorial is complete you should have a working knowledge of how to get 3D primitives onto the screen, how to work with Effects to perform Real-Time shading on the GPU, and...
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5f323b6f-e3ad-4d84-a0d2-d165c45d4753|2|5.0
During my previous post I made the observation that the ElapsedRealTime and TotalRealTime methods were noticeably absent from the GameTime object which is provided to the Update and Draw methods. In my post I said this was presumably because the difference between game time and real time was confusi...
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29e6a4e5-bbf5-466b-a7e3-39763924e891|2|5.0
As I stated in my previous post, over the next couple of weeks I'm going to be working my way through ALL 48 of the NeHe OpenGL tutorials (in addition to some of my own) in an effort to both show how easy it is to use XNA, as well as to highlight some of the differences between XNA 3.1 and XNA 4.0.
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e1352043-1911-41c3-bc85-fdcc708293b3|4|4.8
With the imminent arrival of XNA 4.0 and my current WinPhone 7 project well under way, I decided that my first real topic would be an in-depth look at the differences between XNA 3.1 and 4.0. In my first attempt at this I loaded up .NET Reflector and the documentation for 3.1 and 4.0 and did a side-...
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70fd201d-c9ea-4870-a043-27f70bc6a6f8|3|4.3
Game Developedia is my personal blog and tutorial website, which will focus on all areas of game development.
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c3b491e5-59ac-4f6a-81e5-27e971b903ed|7|4.5