|
| March 16 2009 |
| Pulsar development has
started |
| Pulsar
is my latest title for XNA Community Game
under Development. It's a redesign/rewrite of the 3DMUVE space
engine, done exclusively for XNA. I started it about two weeks ago
and its already further along than any other 3D engine I've
developed. I think it’s a testament to the great job Microsoft has
done with XNA and C#. I also think it has a lot to do with my
own skills development, and the fact that I learned so much when
developing the 3DMUVE/C++/DirectX engine and then working on
BlockBUSTER, that things are just coming much easier now. I
had originally expected to develop Pulsar with TorqueX3D, but
decided it wasn't worth waiting for it, as its not been released
yet. I felt I had enough skill and knowledge to try it myself.
As of today I think the core engine is complete with the exception
of networking, which I'm working on. The latest engine has the
following core features:
Shader based effects and lighting
3D collision detection with proper transforms
o range/sphere collision
o bounding box for more detail on simple models
o sub bounding box for more detail on complex models
o ... I might add detail to the poly but not sure I need it
for this engine...
Full 3D/6DOF flying
Cockpit HUD
Reticule HUD
Gauges HUD (with full working graphics)
Lens Flare with Occlusion Culling
Animated explosions (animated texture billboards)
Colored light filters for some interesting effects including:
o Redout
o Blackout
o Whiteout
o other color effects to simulate being inside a nebula or in
an area
of very low light
Aligned billboards (special effects such as flame exiting the back
of a ship)
o Flames sized based on throttle
Advanced flight controls for different vehicles
o acceleration
o handling/maneuverability
o hull integrity
o max speed and afterburner
Star field as you fly, adjusting for speed as well as reverse
High-res skybox for stars
o this was redone from the BlockBUSTER engine which used a
shader that
I don't think worked quite right, but was
find for the type of game BlockBUSTER
is. The new skybox leverages tiling
for a crisper image and correctly renders
while rotating and flying without any weird
artifacts
o High-res nebula images against background for a more
detailed and enjoyable space
scene
|
| February 4 2009 |
| BlockBUSTER Approved and Released
on Xbox Community Games. |
|
BlockBUSTER has made it to the show! You can now download BlockBUSTER directly to your
Xbox 360 Console. Just go to the Xbox Live Marketplace, select Community Games, then select
BlockBUSTER from the list of available games. You can download a free trial allowing you to
play the training levels, or purchase the product for only 400 MS points (less than $5) to
unlock then entire game, including 22 levels of increasing challenge and fun.
|
| |
| October 1 2008 |
| Submitted BlockBUSTER XNA to
the Microsoft Dream Build Play 2008 Competition. |
Although
it didn't place, I learned a lot, and really polished up the user
interface including including
- High Scores (save to XML)
- User Preferences (Sound, Music,
Inverted controls
|
| |
| October 1 2008 |
| Reset 3DMuve Website |
| Cleaned up all legacy items
and starting over. This has always been my personal site, but
I tried to make it more of a company site. I'm only one person
and decided to focus on indie development as a single developer and
not try to be more than I am. |
| |
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