I have uploaded Xbox 360 and x86 (PC) builds (dlls) of the new version 0.3.1 JigLibX, the physics engine used by the Innovation Engine. They can be downloaded then referenced by your projects, depending on the target platform (Xbox or PC). http://www.innovativegames.net/upload/JigLibX
In this episode of the Game Engine Tutorial (we’ll return to the editor next week) we are going to build a better terrain, but the emphasis is more on implementing some simple HLSL effects. We will cover: – Better terrain construction – Texture mapping – Multiple texture mapping – Directional lighting – Fog Better Terrain [...]
OK, I’ve finished updating the components to get them ready with the editor and the serializer. I haven’t organized them, so I’ll just link the whole engine project: http://www.innovativegames.net/upload/GameEngineTutorial/UpdatedComponents/ie.zip
One of the big features any useful engine needs is the ability to save its state and the state of its components to file. This is necessary for things like saving a game, but is more useful for things like saving a scene in an editor. C# provides two types of serializer. The first is [...]
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January 24th, 2009 by Sean
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 [...]
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December 30th, 2008 by Sean
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 [...]
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December 19th, 2008 by Sean