Game Engine Tutorial Part IV, Section 3 – Sprite Effects

Right now our Sprite class can only place an image at a specified location on screen. The SpriteBatch class, however, provides much more flexibility than that, so let’s take advantage of it with our Sprite class. The effects we are interested in are as follows: – Origin/Rotation: These two properties allow us to specify an [...]

Dynamic Sky & Rain Effect by Jan Vytlačil

This sample was written by a member of the site, Jan Vytlačil. You can write your own tutorials as well, learn how under the “Tutorials” tab. Description: This post contains source code of two new components. First component provide function of dynamic sky with adjustable daytime and dynamic procedurally generated clouds. Second component adds very [...]

XNA Game Engine Tutorial #12 – Introduction to HLSL and Improved Terrain

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 [...]

XNA Game Editor Tutorial #2 – Tool Box pt. 1 / 2

In this chapter, we are going to focus on the Tool Box part of the editor. This toolbox will be a tree of categories and the components available in them, which will be constructed by scanning for components in the assemblies linked to by the game’s .csproj that we are working with. To start, add [...]

XNA Game Editor Tutorial #1: Form, Render Control

In this chapter, we are going to get started on our editor. To get started, add a new project to your solution. However, this time we will make it a “Windows Forms” project. This will create a project with the necessary references to use windows forms in your project. These forms are the basis of [...]

Editor Design

Before I get into the code behind the game editor, I wanted to post some information about how it works. I want to do this both to keep the actual tutorial shorter (because it’s looonnnnggggg right now), and to help you better understand what we are doing when we write the code itself. The editor [...]

« Previous Entries


RECOMMENDED