Archive for December 2008

December 30, 2008

XNA Game Engine Tutorial #10: Post Processing

In this tutorial, we will be adding a postprocessing system to our engine. A postprocessor is an effect (.fx file) that only contains a pixel shader. It takes the current frame buffer value and applies the pixel shader to it, applying effects such as blurs, bloom, and special effects. The post processor class is called [...]

December 19, 2008

XNA Game Engine Tutorial Series #9: ComponentPredicate and Materials

In this tutorial we are going to create a component predicate, a class used to determine whether or not a component will be used for an action. This is useful for things like special drawing, for example when drawing shadows we only want shadow casters to draw when creating the shadow map.
Side note: I apologize [...]