[heading]Summary[/heading]
The primary goals of my tank game project were: to learn about the XNA framework, and create a feature complete game. I feel that I have accomplished both. Though I used the term "feature complete game" instead of "complete game" because all the code is there and working…
The primary goals of my tank game project were: to learn about the XNA framework, and create a feature complete game. I feel that I have accomplished both. Though I used the term "feature complete game" instead of "complete game" because all the code is there and working…
While working on a basic statemachine AI for my tank game, I found that my A* pathfinding on a navmesh wasn't working. I had already verified that the A* implementation worked in a tester program, which created the navmesh at run-time. However in the game, the content pipeline is used for loading…
[heading]Model Processing[/heading]
While working on a model processor to determine the bounds of a model, I noticed something odd. The min/max were not what I expected and the total width did not match the model. The code is simple and taken from one of my tester programs were it worked correctly…
While working on a model processor to determine the bounds of a model, I noticed something odd. The min/max were not what I expected and the total width did not match the model. The code is simple and taken from one of my tester programs were it worked correctly…
[heading]Intro[/heading]
Don't let the title deceive you, this is not a simple rotation case. This is the subject that I've spent more time on than any other in my tank game so far, even more than the rest of the game combined. If I had found a solution, this dev journal entry would probably be na…
Don't let the title deceive you, this is not a simple rotation case. This is the subject that I've spent more time on than any other in my tank game so far, even more than the rest of the game combined. If I had found a solution, this dev journal entry would probably be na…
Since my plan for the tank game was to be a quick game to develop[sup]1[/sup], I decided to just do hit-scan weapons instead of actually generating a projectile object and tracking it. Naturally, I went with a 2-tiered approach of a fast-rejection phase followed by a more precise test.
Due to my ga…
Due to my ga…
[subheading]Normal Mapping[/subheading]
After reading and going through the code in "Learning XNA 4.0" by Aaron Reed, I created a few minor test programs to play with some basic rendering techniques while learning more of the XNA framework. In each of these programs, I used simple models to test ag…
After reading and going through the code in "Learning XNA 4.0" by Aaron Reed, I created a few minor test programs to play with some basic rendering techniques while learning more of the XNA framework. In each of these programs, I used simple models to test ag…
[subheading]About me[/subheading]
I am a software engineer who graduated from UNH back in 2005 with a BS in CS. By day I'm a software engineer working in C++, various scripting languages, and with the user and admin levels of Linux on distributed software that needs to run 24/7. By night (well, ev…
I am a software engineer who graduated from UNH back in 2005 with a BS in CS. By day I'm a software engineer working in C++, various scripting languages, and with the user and admin levels of Linux on distributed software that needs to run 24/7. By night (well, ev…
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