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Beetle in the Box

Beetle in the Box. Developing my first Xbox Live Indie Game. Monday, February 10, 2014. Shock Wave Refraction Pixel Shader. Yesterday I had a few hours time and tweaked my explosion effects a little bit. Its not 100% finished, but have a first look:. Shock Wave Pixel Shader. About it. By drawing to the quad you can execute a pixel shader for every drawn pixel. The vertex shader does nothing in this case. This process is called post processing and effects like HDR. The post processor is responsible for pa...

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Beetle in the Box | beetleinthebox.blogspot.com Reviews
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Beetle in the Box. Developing my first Xbox Live Indie Game. Monday, February 10, 2014. Shock Wave Refraction Pixel Shader. Yesterday I had a few hours time and tweaked my explosion effects a little bit. Its not 100% finished, but have a first look:. Shock Wave Pixel Shader. About it. By drawing to the quad you can execute a pixel shader for every drawn pixel. The vertex shader does nothing in this case. This process is called post processing and effects like HDR. The post processor is responsible for pa...
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1 from jan tepelmann
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from jan tepelmann,on vimeo,bloom,posted by jan,0 comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,first beams effect,beams,labels particle effects,shader,bolts,missile shield,modifiers,controllers,red bolt,labels mercury
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Beetle in the Box | beetleinthebox.blogspot.com Reviews

https://beetleinthebox.blogspot.com

Beetle in the Box. Developing my first Xbox Live Indie Game. Monday, February 10, 2014. Shock Wave Refraction Pixel Shader. Yesterday I had a few hours time and tweaked my explosion effects a little bit. Its not 100% finished, but have a first look:. Shock Wave Pixel Shader. About it. By drawing to the quad you can execute a pixel shader for every drawn pixel. The vertex shader does nothing in this case. This process is called post processing and effects like HDR. The post processor is responsible for pa...

INTERNAL PAGES

beetleinthebox.blogspot.com beetleinthebox.blogspot.com
1

Beetle in the Box: October 2013

http://www.beetleinthebox.blogspot.com/2013_10_01_archive.html

Beetle in the Box. Developing my first Xbox Live Indie Game. Wednesday, October 16, 2013. Networking, Part 1. I'm back :-) This summer I finished my thesis. I wanted to continue working on my game while writing my thesis, but sadly a day has only twenty-four hours. The interface of the wrapping layer is oriented on the XNA networking capabilities. For XNA, the wrapping layer is therefore very thin. The windows networking implementation uses the Lidgren networking library. Subscribe to: Posts (Atom).

2

Beetle in the Box: March 2012

http://www.beetleinthebox.blogspot.com/2012_03_01_archive.html

Beetle in the Box. Developing my first Xbox Live Indie Game. Thursday, March 29, 2012. I finished the basic ai framework for my game! Have a look (better watch in HD, or else you wont see much). There are two teams, red and green (laser shots have team colors). If you plan to develop AI for your game, I can highly recommend " Artificial Intelligence for Games. From Ian Millington. Its fantastic! Also all the " AI Game Programming Wisdom. About the AI in Half Life (Open Source rocks :-). With it you get a...

3

Beetle in the Box: Networking, Part 1

http://www.beetleinthebox.blogspot.com/2013/10/networking-part-1.html

Beetle in the Box. Developing my first Xbox Live Indie Game. Wednesday, October 16, 2013. Networking, Part 1. I'm back :-) This summer I finished my thesis. I wanted to continue working on my game while writing my thesis, but sadly a day has only twenty-four hours. The interface of the wrapping layer is oriented on the XNA networking capabilities. For XNA, the wrapping layer is therefore very thin. The windows networking implementation uses the Lidgren networking library. Networking, Part 1.

4

Beetle in the Box: First Beams effect

http://www.beetleinthebox.blogspot.com/2014/01/first-beams-effect.html

Beetle in the Box. Developing my first Xbox Live Indie Game. Monday, January 20, 2014. This weekend I finally had time to finish my code for auto aiming beams. Have a look:. Not perfect yet, but a good start! When the beam has no target, the effect looks a little bit ugly. That surely needs improvement. Calculating the beam curve. 025, 0.25²). 050, 0.50²). 075, 0.75²). You can see that this is simply a quadratic curve. So why then bother and use the curve class? A good sketch is half the battle :-).

5

Beetle in the Box: January 2014

http://www.beetleinthebox.blogspot.com/2014_01_01_archive.html

Beetle in the Box. Developing my first Xbox Live Indie Game. Monday, January 20, 2014. This weekend I finally had time to finish my code for auto aiming beams. Have a look:. Not perfect yet, but a good start! When the beam has no target, the effect looks a little bit ugly. That surely needs improvement. Calculating the beam curve. 025, 0.25²). 050, 0.50²). 075, 0.75²). You can see that this is simply a quadratic curve. So why then bother and use the curve class? A good sketch is half the battle :-).

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Beetle in the Box

Beetle in the Box. Developing my first Xbox Live Indie Game. Monday, February 10, 2014. Shock Wave Refraction Pixel Shader. Yesterday I had a few hours time and tweaked my explosion effects a little bit. Its not 100% finished, but have a first look:. Shock Wave Pixel Shader. About it. By drawing to the quad you can execute a pixel shader for every drawn pixel. The vertex shader does nothing in this case. This process is called post processing and effects like HDR. The post processor is responsible for pa...

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