stuarttaylor.info
Welcome to stuarttaylor.info
http://www.stuarttaylor.info/Xna.html
Stuarttaylor.info - XNA. Current WIP of Egypt Adventure. A 3rd Person game written using the Sunburn Engine and the first game with full side by side 3D support. Video of first First Person Shooter written using Sunburn Engine. Example of scene management in Xna. Classes removed from Xna.Custom.dll when migrated to Sunburn engine. First game written using Xna Framework V1.0. Example of implementation of genetic AI classes contained in Xna.Custom.dll. Music recorded from an emulated copy of the C64 version.
codeplex.com
CodePlex - vos
http://www.codeplex.com/site/users/view/vos
Project Hosting for Open Source Software. Member Since July 18, 2009. Last Visit March 25, 2013. Attack of the Crazy Pixels. No personal statement has been written. No activity in the last 60 days. XNA Animation Component Library. Version 8.21.2015.21031.
nelsonhurst.com
XDSK2 – XNA Developer’s Survival Kit 2 – Nelson Hurst
http://www.nelsonhurst.com/374/xdsk2
XDSK2 - XNA Developer’s Survival Kit 2. January 12, 2013. The purpose of the XDSK2. XNA Developer’s Survival Kit) is to offer XNA game developers a list of resources for XNA 4.0. To assist them with creating better games and custom engines. This list is for developers who are already familiar with Object Oriented programming and game development. It is not a list for beginners, but it may help them get started if they have a little programming experience. The XDSK2 provides a list of XNA 4.0. Open Source...
coreenginedev.blogspot.com
Core Engine Development: November 2012
http://coreenginedev.blogspot.com/2012_11_01_archive.html
Development blog about Core Engine - 3D XNA Game Engine. Friday, 23 November 2012. XNA 3D Gizmo v2.0.0. I've just released a new version of the XNA 3D Gizmo! The updated source has been available on CodePlex for a while, but I never got around to add the final touches and create a release. The following is a snippet from the release notes:. Built-in vertex lists replacing fbx models (easier implementation for new users),. Support for custom Select functionality (ITransformable.Select(ray) to allow us...
coreenginedev.blogspot.com
Core Engine Development: June 2011
http://coreenginedev.blogspot.com/2011_06_01_archive.html
Development blog about Core Engine - 3D XNA Game Engine. Sunday, 26 June 2011. Because the source model remains untouched, whenever the model is re-exported from any DCC-tool like 3D Studio Max or Maya the model will still build with all transformations and alterations applied. An example: A material named ' #46 Material. Is renamed at run-time to ' corridor floor. If the artist then changes the name of ' #46 Material. To ' corridor floor. Wednesday, 15 June 2011. Enemy drone firing at the player in one ...
coreenginedev.blogspot.com
Core Engine Development: June 2012
http://coreenginedev.blogspot.com/2012_06_01_archive.html
Development blog about Core Engine - 3D XNA Game Engine. Saturday, 9 June 2012. Gameplay Metrics for Grim (Screenshots). As shown a while ago, we have our proprietary metrics tool to review our playtests and look for unintended behavior and opportunities to improve the game. One example of where the metrics directly help us is to look for Leap events to see if players are having difficulty making certain jumps as a result of platforms being too distant from one another. Subscribe to: Posts (Atom).
coreenginedev.blogspot.com
Core Engine Development: April 2012
http://coreenginedev.blogspot.com/2012_04_01_archive.html
Development blog about Core Engine - 3D XNA Game Engine. Saturday, 14 April 2012. Titan Metrics: Gameplay Analysis Tool. More Polygons "Grim" Homepage. It even includes my voice this time! P Let me know what you guys think, maybe you have a cool feature request? Friday, 6 April 2012. Project site is online! The project site is up! Currently you will find several screenshots and videos of our game, 3D assets, information about our game design and of course the two proprietary tools I've been working on!
coreenginedev.blogspot.com
Core Engine Development: Junior Tools Programmer at Guerrilla Games
http://coreenginedev.blogspot.com/2012/08/junior-tools-programmer-at-guerrilla.html
Development blog about Core Engine - 3D XNA Game Engine. Tuesday, 28 August 2012. Junior Tools Programmer at Guerrilla Games. I've recently started work as Junior Tools Programmer at Guerrilla Games in Amsterdam! Grim caught their attention when it appeared on control-online.nl. I should have some spare time once I'm fully settled in to work on hobby projects that include. I will make an announcement when my new portfolio is online. 31 August 2012 at 19:40. Congrats man. hope you have lots of fun :).
coreenginedev.blogspot.com
Core Engine Development: Development of Grim: Weapon Particle FX
http://coreenginedev.blogspot.com/2012/05/development-of-grim-weapon-particle-fx.html
Development blog about Core Engine - 3D XNA Game Engine. Friday, 11 May 2012. Development of Grim: Weapon Particle FX. Subscribe to: Post Comments (Atom). Game Design and Development Student. HKU Netherlands. View my complete profile. Second trailer of Grim. Development of Grim: Weapon Particle FX. Gameplay Trailer of Grim. Picture Window template. Powered by Blogger.
coreenginedev.blogspot.com
Core Engine Development: July 2011
http://coreenginedev.blogspot.com/2011_07_01_archive.html
Development blog about Core Engine - 3D XNA Game Engine. Monday, 4 July 2011. Vertex Manipulation [Compound objects]. I will go into much more detail on this topic at a later time, for now I'd just like to share a few images and give notes on what you see. Ray vs. triangle collision. white lines visualize an array of lines from the camera eye colliding with the geometry. The box-mesh on the left was used to cut 4 holes into the plane-shape. App Hub - Triangle Picking Sample. Triangulation By Ear Clipping.