2,074 reputation
414
bio website electronicmeteor.wordpress.co…
location Chicago, IL
age
visits member for 3 years, 8 months
seen May 4 at 7:49

Web developer by trade, but at night I'm just another hobbyist game developer working on tightening up the graphics in Level 3.


Mar
4
comment Using IGameComponent and related interfaces in MonoGame
So my library project should have another build, to refer to MonoGame?
Mar
3
asked Using IGameComponent and related interfaces in MonoGame
Feb
28
comment What happens to data between vertex shader and pixel shader?
I don't know if there are any major differences with VS 2012 and 2010 on the debugging side, but for debugging hlsl and directX graphics, the standalone program PIX is largely recommended. But looking from the screenshots, it looks like some pipeline debugging has been put into VS 2012 as well.
Feb
25
answered XNA .fbx model imported sideways
Feb
25
answered How much to modify yaw? XNA 4.0
Feb
22
comment Blender - baking normal map - weird colors
The proper way to bake a normal map is to use a low-poly mesh for reference. You bake a normal map from the high-poly mesh, as it won't be used for real-time, and use the low-poly mesh. Is the barrel in your screenshot the high poly version? You are probably expecting the colors to represent the deviation from a low-poly version but it's not clear if you're actually using a reference model.
Feb
15
comment Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard
+1 For simplicity. The result is that the sprite's new Forward vector for its transformation matrix is the opposite of LookAt.
Feb
14
revised What's the best way of transforming a 2D vector into the closest 8-way compass direction?
added 408 characters in body
Feb
14
revised What's the best way of transforming a 2D vector into the closest 8-way compass direction?
added 408 characters in body
Feb
14
answered What's the best way of transforming a 2D vector into the closest 8-way compass direction?
Feb
7
answered From maya to c++ and opengl
Feb
4
comment Drawing 2D Images “3D-Like”
There's quite a lot of Minecraft-likes being made with XNA, and they all tend to draw the cubes and voxels as geometry. Since there are a lot of them on the screen at once, instanced geometry is usually the approach that people take. You can draw a ton of different-looking cubes with a single draw call if you feed a second vertex buffer with data for colors, and separate texture lookups.
Feb
4
comment 2D XNA Shooting Game
Andre, Rectangles are typically used to draw images, and vectors to position them.
Feb
4
asked Controlling player and camera movement in a 3rd person game with keyboard and mouse
Feb
4
comment Gaussian blur filter and “shimmering”
Just a remark, but what I've noticed is that, at least for my uses, I very rarely see any shimmering with bloom lighting as I do with depth of field blur when I apply the same Gaussian technique on both for low-res render targets.
Feb
1
comment Why do game engines convert models to triangles compared to keeping it as four side polygon
A nice non-planar analogy I use... A three-legged stool can stand on the ground only one way, its feet being like the corners of a triangle. But a four-legged stool can stand on the ground two ways, and wobbles from one position to another if one leg is shorter than the others.
Feb
1
answered Who should manage projectiles?
Feb
1
comment XNA partially extending the content pipeline using a ModelContent
Have you tried the custom model importer before? Are you trying to add compatibility for more kinds of .obj models?
Jan
25
comment Background blur in 2D game?
It probably looks distracting because there is no "fog color" fading the scenery in the distance.
Jan
25
comment How to implement input-texture limited alphablending of 2 textures with HLSL?
You might want to look into the lerp() function to make blending easier.