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…. 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 TheÂ blog of shawn hargreavesÂ explains a lot so check his entireÂ siteÂ for info.
Created a video of Psirens withÂ fraps. A very good video-capturer of ingame action.
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…..
Expanded the rock shader with some ambient lighting. This makes the asteroid look less flat and show some more of the structure. This is medium complex asteroid that still looks a bit dark, but looks detailed from a distance. This is the highest complex rock. It looks like coal. It is probably a good idea to add some white parts that looks like ICE.
Developed a procedure to generate Perlin noise in a 3D Texture. I got the idea to texture the asteroids this way from the Orange Book (OpenGL Shading Language, 2nd Edition (2006)), but I needed to convert the GLSL shader code to HLSL. I am not a crack at that stuff so that was a bit hard to develop. The benefit of this procedure instead of Projective texturing is that it always looks crisp and non distorted at any angle or distance. It does’nt look lowpoly but in fact it is (light enable): So everything about the rock is procedural now!!! Now the next step is to smooth the asteroid, so that the lighting is more realistic. And probably add some more irregularity. Some bump/normal mapping would make the asteroid more realistic.