The previous tutorial was about picking only one entity, this tutorial however is about selecting more than one entity in order to drag & drop them around. Technically a user controlls a cursor on a 2D plane, which enables him to select entities and move them in a 3D space. Since this interactive scenario depends on different components, a deeper look at software design is required to avoid sprawling dependencies and responsibilities.
Unfortunately I have some trouble with my computer at the moment.
Nonetheless I will publish two XNA 4 tutorials tomorrow.
One is about frustum culling and the other about multiple object selection.
Moreover I did a lot of refactoring in the simple game engine.
Still working on it, damn the delays!
Today’s tutorial is about selecting and moving 3D models with a cursor.
I am still working on the next XNA 4 tutorials and I am confident releasing one or even more tutorials within the upcoming days.
These tutorials will be about selecting (picking) one or more 3D models, highlighting them via Post Processing effects and also moving them around.
Recently I stumbled across an article from Shawn Hargreaves about Cubemaps and Environment Mapping, which is used to reflect the environment or any picture on an object’s surface. I like the idea generating Cubemaps from a 2D texture, because its a simple, quick, but non realistic solution. In the Reach Graphics Demo on XNAHub a 3D model is loaded through a custom Model Processor, which converts a 2D texture to a Cubemap and assigns it to the also converted Effect Class of the loaded 3D model.
This tutorial is about custom shaders within the XNA 4 framework. A shader (in CAD tools often called material and in XNA called effect) is a programm executed on the graphics card to manipulate the visual presentation of an object or a whole scene. A shader can describe the surface of an object and how it interacts with light (e.g. matt, glossy, shiny, reflective, bumpiness, color). Shaders can also be used for motion (morphing, water, hair), for shadows or for post effects (motion blur, depth of field). This tutorial is about integrating shaders into a XNA 4 game engine not about writing shaders in HLSL code.
The first XNA 4 tutorial is about creating a game engine structure and how to draw a simple scene on the screen.
This is the start of my game developement tutorial series using the free Microsoft XNA 4 framework. This tutorial will be kind of different to other tutorials found in the internet. Because you can find a lot of tutorials in the internet, I decided to write a tutorial inspired by my own workflow: search and combine. So I will often quote from other websites and link to them. Although this tutorial will be built step by step, the topics may be a bit disordered.
This article is a short overview about game engines in general.