December 2010

Psirens converted to XNA 4.0

Psirens is converted to XNA 4.0, and it was about a half day to get it running.

It looks like crap (culling, shading and transparancy problems). This will take some time to fix….

psirens_xna40

Here is a collection of links to help with the XNA 3.1 to 4.0 conversion:

http://blogs.microsoft.co.il/blogs/grozen/archive/2010/10/23/converting-a-3d-xna-3-0-game-to-xna-4-0-an-example.aspx

http://www.hexworld.co.uk/blog/?p=111

http://blogs.msdn.com/b/shawnhar/archive/2010/04/05/spritebatch-and-custom-renderstates-in-xna-game-studio-4-0.aspx

http://blogs.msdn.com/b/shawnhar/archive/2010/04/19/vertex-data-in-xna-game-studio-4-0.aspx

The blog of shawn hargreaves explains a lot so check his entire site for info.

Moonrocks threatening the earth…

Placed the procedural asteroids around the earth sphere. Added rotation, direction and speed. I was wondering if the procedural texturing would make the system bog down.

But it didn’t, so it won’t break a sweat on the Xbox 360 either I suppose. What takes a bit longer on the Xbox however is the creation of the rocks.

But that is probably because of the poor floating point performance of the Xbox.

I guess the Moon is finished…..

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