Shawn Hargreaves' Blog

Game programming with the XNA Framework
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101 entries
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shawnhar
October 25, 2011
RIP John McCarthy
What a sad month for those of us who program computers.
Take a moment to reflect on this paper, published in April 1960:
No provision need be made for the user to program the return of registers to the free-storage list.
This return takes place automatically, approximately as follows (it …
763 views
shawnhar
October 18, 2011
Silverlight 3D and the composition thread

A simple test
Load the Silverlight 5 port of the XNA bloom sample (which you can find in c:/Program Files (x86)/Microsoft SDKs/Silverlight/v5.0/Toolkit/Sep11/Source/Sample source code.zip/Xna after installing the Silverlight toolkit). Run it, and observe the shiny tank.

Now open up MainPage.xaml…
1,082 views
shawnhar
October 17, 2011
Game timing in Silverlight 5
One thing missing from the new 3D functionality in Silverlight 5 is an equivalent of the XNA Game class. I previously wrote about how to provide XNA style Update and Draw methods in a WinForms environment. What is the Silverlight equivalent of that?

After installing the Silverlight Toolkit, crea…
997 views
shawnhar
October 07, 2011
Silverlight 5 version of Ito's XNA AppWeek game
Could this be the first ever 3D Silverlight game?

My colleague Ito ported the rail shooter that he originally wrote for AppWeek 2010 to use the new 3D features in Silverlight 5. First get the SL5 RC plugin (if you don't have it already). Then play the game here.

Once the intro animation finishe…
878 views
shawnhar
October 06, 2011
Silverlight 5 brings XNA 3D to the web
I have been remiss in not mentioning this on my blog before, but if you are an XNA developer who hasn't been paying attention to Silverlight 5, now might be a good time to start!

A quick history:

1,313 views
shawnhar
July 07, 2011
Content pipeline builds no longer need a D3D device starting in the XNA Game Studio 4.0 Refresh Beta 2
(shamelessly stealing the title of a post by my colleague Aaron)

In fact, why don't I let him provide the content as well as title:

http://blogs.msdn.com/b/astebner/archive/2011/07/07/10184338.aspx



Source
824 views
shawnhar
July 07, 2011
XNB file format documentation
Recent silence notwithstanding, I'm still here, and will have more to say about aliasing as soon as I find myself less busy!

In the meantime, check out this latest App Hub release: http://create.msdn.com/en-US/sample/xnb_format

This article documents the format of the compiled data files (.x…
2,176 views
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shawnhar
June 06, 2011
Reza's blog
My colleague Reza recently started a blog at http://blogs.msdn.com/b/rezanour. He already has some good posts about vector math, and is a smart guy so I'm betting will be writing many interesting things in the future :-)



Source
886 views
shawnhar
May 18, 2011
Geometry aliasing
Back when multisampling first showed up, GPU hardware was slow, so triangle counts were low. Complex curved shapes were approximated by a small number of faceted triangles, each of which was big enough to cover many screen pixels.

This created an odd situation where early articles about multisamp…
940 views
shawnhar
May 06, 2011
Antialiasing alpha cutouts
Alpha cutouts (where you use the alpha channel of a texture to determine the shape of a sprite or billboard) are the cause of many an aliasing problem. There are basically two ways to do alpha cutouts, both tragically flawed.




Alpha blended cutouts
As long as you start with high quality source …
1,138 views
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