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Joshua's Coding Blog | Graphics and Game Programming

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Joshua's Coding Blog | Graphics and Game Programming | joshuasmyth.maglevstudios.com Reviews

https://joshuasmyth.maglevstudios.com

Graphics and Game Programming

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1

Joshua's Coding Blog | Introduction to Pixel Shaders with XNA and Monogame: Part 1 - The Greyscale Effect.

http://joshuasmyth.maglevstudios.com/post/XNA-and-Monogame-Introduction-to-Pixel-Shaders1

Graphics and Game Programming. Introduction to Pixel Shaders with XNA and Monogame: Part2 - SepiaTone, Desaturation, Scanlines and More. Introduction to XNA and Monogame : Loading an Image and drawing it with Spritebatch. Introduction to Pixel Shaders with XNA and Monogame: Part 1 - The Greyscale Effect. 24 May 2013 02:39. This series assumes that you have at least some familiarity with C# and XNA 4.0. If you are unfamiliar with how to do this. Motivation Behind This Series. Or add a vignette? Most scene...

2

Joshua's Coding Blog | Unity3D

http://joshuasmyth.maglevstudios.com/category/Unity3D

Graphics and Game Programming. Adding a Lock to the Transform Component in Unitys Inspector. 12 June 2015 02:11. Sometimes I load a scene in Unity3D and I accidentally drag something out of place only to get a bug report much later that something's not aligned correctly, and I have to go fix it. This sucks. The folks at Unity should just add a lock option to the transform component. But until they do here's how you can add one yourself. Null) lockTransform.DestoryNextOpportunity = true; } } } private...

3

Joshua's Coding Blog | Vingette Post Effect

http://joshuasmyth.maglevstudios.com/post/Vingette-Post-Effect2

Graphics and Game Programming. Rumble, Earthquake and RGB Shake Shader for concussion or glitch. Introduction to Pixel Shaders with XNA and Monogame: Part2 - SepiaTone, Desaturation, Scanlines and More. 30 May 2013 22:35. Vignettes provide nice looking borders around your scene and are actually quite easy to create. To render to texture in XNA we use Render Targets. (In OpenGL these are referred to as FrameBufferObjects.). We will create a simple PostEffect class to handle Rendering to a texture:. Protec...

4

Joshua's Coding Blog | Rumble, Earthquake and RGB Shake Shader for concussion or glitch

http://joshuasmyth.maglevstudios.com/post/Rumble-Earthquake-and-RGB-Separation-Shader-for-concussion-or-glitch1

Graphics and Game Programming. A simple Auto Load-Balancing Multi-Threaded Task Scheduler in C#. Rumble, Earthquake and RGB Shake Shader for concussion or glitch. 7 June 2013 01:28. This weeks Pixel Shader is pretty simple. A small rumble or quake can add some urgency to your game, or make the impact of explosions or hits feel that much more visceral - Especially if you combine it with sound effects and vibration or feedback in the controller. Texture Texture; sampler TextureSampler = sampler state { Tex...

5

Joshua's Coding Blog | All posts by joshua

http://joshuasmyth.maglevstudios.com/author/Joshua

Graphics and Game Programming. Adding a Lock to the Transform Component in Unitys Inspector. 12 June 2015 02:11. Sometimes I load a scene in Unity3D and I accidentally drag something out of place only to get a bug report much later that something's not aligned correctly, and I have to go fix it. This sucks. The folks at Unity should just add a lock option to the transform component. But until they do here's how you can add one yourself. Null) lockTransform.DestoryNextOpportunity = true; } } } private...

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Graphics and Game Programming. Adding a Lock to the Transform Component in Unitys Inspector. 12 June 2015 02:11. Sometimes I load a scene in Unity3D and I accidentally drag something out of place only to get a bug report much later that something's not aligned correctly, and I have to go fix it. This sucks. The folks at Unity should just add a lock option to the transform component. But until they do here's how you can add one yourself. Null) lockTransform.DestoryNextOpportunity = true; } } } private...

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