2008年4月30日

I made a presentation of XNA this friday, which I felt ok. So, here is the presentation slides

posted @ 2008-08-31 09:17 SigEric 阅读(44) | 评论 (0)编辑

Okay, okay, I update my blog finally. It is because my production's development stage is closed last week

 

And I spent two days on my Shader Engine developement and finally there is something to show!

 

I promise I will explain the details later but first I will brief you the basic idea behide this engine.

 

The most significant difference between this shader engine and the others is mine does not reqirement any naming convention, not one single line of code to set parameter for shader. The work flow is make your model in max/maya/xsi (assign some shaders in your material (also support sub-material in max), export them to FBX. Load them in the engine. And that's it! Simple and Stupid.

 

Here is the screenshot

 

 

Like I said, I will explain the whole damn thing later after adding some comments, modifying the CodeSmith templates, etc.

posted @ 2008-08-05 17:38 SigEric 阅读(277) | 评论 (2)编辑

     摘要: In 3D world, many enthusiastic specialists and PhD are giving their life-time effort to rendering photorealistic objects like milk, skin, water, feather, shadow, etc. No doubt that it is good to have all these physical models about the rendering. When it comes to practical application, we, however, have to made a tradeoff between quality and performance and most of the time, the result yield at the later choice.  阅读全文

posted @ 2008-06-11 22:44 SigEric 阅读(127) | 评论 (2)编辑

 

Vertex Buffer and Index Buffer are two vital “components” in XNA rendering. In another word, if you managed to figure out how it works and how it works faster, you will get a faster rendering engine in XNA.

As you may notice, there is no Draw Box, sphere, etc functions in XNA framework and it is very inconvenient for rendering and collision detection. So I decide to program my own game component to render the bounding box, bounding sphere and bounding volume(still developing).

Here are the sample and the source code

P.S.

 For the vertex buffer updating, I strongly suggest you check Shawn Hargreaves’ Blog, which describe the stalling between CPU and GPU when rendering. And it is a very good blog for XNA developing. Updating the VBO in my source code is taking the advice of using a double buffers from Stalls part two: beware of SetData

Here is the screen shoot:

posted @ 2008-04-30 17:40 SigEric 阅读(104) | 评论 (0)编辑