Friday, 31 December 2010

Due Update

It's been a while since my last update. After a tiring 26 and a half hours of continuous work to make the deadline, I needed some time off from XNA. I got started again earlier this week though and I have a few teaser screenshots to show you guys.


The placeholder shells colliding with the environment.


The new shell models. (By Bo our 3D Artist)


Transparency/cube-map test for scope on Assault Rifle. (using Arbitrary model)


Dummies, a much easier way to align muzzle flashes and shell positions with the weapons.

The new (WIP) Gizmo. The current release on Codeplex is pretty outdated feature-wise. An updated release should be up soon (no ETA available yet)

Other upcoming tasks include, motion-blur on the shells, depth of field on the weapons and a proper muzzle flash among other cool stuff...

15 comments:

  1. Great work Tom! Are you planning on releasing the engine publicly? Or perhaps a version of the engine for purchase?

    ReplyDelete
  2. Hi, there are no plans to release the complete engine. I do plan on releasing smaller, more polished components, like the Gizmo, that should be updated soon.

    ReplyDelete
  3. How are you drawing muzzle flashes? Are you using a particle system/sprite? Thanks for the Gizmo, it's come in great use!

    ReplyDelete
  4. In its current form, it's a simple quad w/ texture. This might be extended with a small smoke particle effect on top.

    The drone muzzles are likely to use a simple mesh to give the muzzle a better 3D effect.

    ReplyDelete
  5. This comment has been removed by the author.

    ReplyDelete
  6. um thats not what i typed lol.

    at any rate I look forward to your future progress and thanks for the inspiration.

    `Baker

    ReplyDelete
  7. Looking hot, I briefly talked about using dummies with XNA on my blog http://xna-uk.net/blogs/mvi/archive/2010/04/14/storing-useful-positions-using-meta-bones.aspx so easy and so powerful.

    ReplyDelete
  8. Hi, I remember. Its the one with the Jeep (tho that image Url seems to be broken now)

    ReplyDelete
  9. Nice, I see you went back to it? Got anything for me to do? :) Iv got some spare time on my hands.

    ReplyDelete
  10. Kind of, yeah. Now back on portfolio etc. though. I'll send the details through mail.

    ReplyDelete
  11. Tom, can I ask how you're animating the weapons? Are you using your sgmotion library?

    I really hope to see more screenshots soon, keep up the great work :P

    ReplyDelete
  12. Yes, I'm using SgMotion :)

    ReplyDelete
  13. Does that mean you're putting a skeleton on your first person weapons?

    ReplyDelete
  14. Yes, they use Max' 'Skin' modifier.

    ReplyDelete
  15. Tom, could you check out this post if you have time? http://www.synapsegaming.com/forums/p/1647/8999.aspx#8999 I've been working for 2 weeks without any luck on animating weapons with sgmotion :(
    I'd really appreciate it, but I understand if you're busy.

    ReplyDelete