Monday, 31 May 2010
Engine Update: Major Editor/Gizmo Updates
I've spend some time adding new features to the editor and gizmo to increase overall usability and development speed. The lack of (gizmo)precision among other things started to bother me and was slowing down development of our prototype (only 10 days left!) I've compiled a short list of the most significant changes and additions and turned it into a small video.
Friday, 28 May 2010
Dust Particles with Lights & Shadows [WIP]
About time for another video, isn't it? We thought it would be cool to have some kind of dust particles floating around near the windows in our game, so I started experimenting with dust + lit particle effects. Unfortunately the DPSF particles won't receive any of the Sunburn lighting calculations, so I made a basic particle system specifically for the dust trails. Currently they receive light and can cast shadows etc. The effect is a bit exaggerated to create a lightbeam effect.
Be sure to watch it in HD if you'd like to see any dust at all! :)
Thursday, 27 May 2010
Video: Reflection & Refraction + FluidVolumes
I just finished a short sample video that demonstrates another combination of Sunburn + BEPU. The video contains both the Reflection/Refraction sample from Sunburn and the FluidVolume feature that's part of BEPUphysics.
(Sorry for the first glitched second of the video, it happend when Youtube converted the video)
On a side note, we've made some amazing progress with our upcoming game "Over Night" all footage/development videos will be released in about 2 weeks. We have been invited by Microsoft (NL) to pitch a demo once we have finished our prototype! We're very excited about that of course :)
Sunday, 16 May 2010
BEPU with Sunburn integration Source Available!
The sample project is finished! :) The source download link is available below.
A quick rundown of todays progress. Multi-threading got added (very easy thanks to BEPU) Cleaned up the code to hopefully help you quickly understand one of the possible ways to fix and maintain a relationship between your physics & your visuals. Spacebar will spawn a lot of spheres into the scene and left/right button will shoot sphere(s) from your current location. Leave your Feedback, Questions or just your thoughts in the comments section below ;)
Image:
What's inside?
* One of the possible ways to combine your physics with your visuals.
* Commented lines explaining the code required to setup BEPU in your Sunburn project
* A basic scene (default start kit from Sunburn) with some additional dynamic objects
* Multi-threaded physics
* A ragdoll
* DebugDrawer to visualize boundingboxes
* Actor class that combines Entity & SceneObject
The "Blades" mesh isn't using his own dynamic collision yet. May be something for a future release ;)
Don't hesitate to report any bugs or other suggestions...
Source link HERE. Enjoy!
(Sunburn is required to run the sample) More info on BEPUphysics here.
Saturday, 15 May 2010
Sunburn with BEPU physics: Day 1.
I've started working on a sample combining BEPU physics with the visuals of Sunburn. Almost everything is working so far, the code will need some minor cleanups before I'll release it. The purpose of this sample is demonstrating one of the possible techniques you can use to combine the physics with the visuals. The source is not yet available. I hope to have it ready & uploaded before the end of the weekend.
For now here are some images & a video :)
The video is using the default Sunburn sample LightRig.
Wednesday, 5 May 2010
3D XNA Gizmo v0.2.0 Released!
Sunday, 2 May 2010
Game Update: Storage Room Video!
Storage Room WIP video is done! You can see most of the (textured) storage room models we have so far (without the desk etc. the artist is currently working on it)
I will have more in-game footage tomorrow (TV, updated phone camera etc.)
For now here's the video:
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