|
Some recent topics started on our forums |
Seaside Racing
|
Hello
This is Seaside Racing, a game I have been working on for around 2 years now that is finally finished and released on the Xbox Live Indie Games channel!
Seaside Racing is a fun and unpredictable multiplayer kart racer in which y... |
Posted November 1, 2010 11:28:51 AM
|
Spot lights using shadow mapping
|
Hello!
Image (249 Kb)
(borrowed the model from Anirudh.S Shastry's article here :)
I've been trying to implent shadow mapping in my program and it worked very well
with directional lights (with an orthogonal projection matrix) but I can't get... |
Posted October 13, 2005 6:51:25 AM
|
Light Mapping
|
Hi!
Is there any tutorials about lightmaps with vb6.0 and directx8?
//Gustav |
Posted September 16, 2003 10:48:54 AM
|
Vertex alpha
|
How can I make a vertex transparent (which render states? )
in dx8 and Vb6?
|
Posted July 1, 2003 8:01:17 AM
|
Bump-material
|
How can I make a bump-material in VB with DX8? |
Posted June 9, 2003 10:42:24 AM
|
alpha value on a vertex
|
vb and dx8
how can i render a vertex with a alpha value. i have edit the alpha value but the vertex is still not transparent. |
Posted May 30, 2003 3:38:00 AM
|
Transparent Ghost
|
How can I make my Ghost a little Transparent?
(DX8 and VB)
http://www24.brinkster.com/thunderstormweb/gallery/news004.jpg |
Posted May 2, 2003 3:54:34 AM
|
Life counter
|
In VB and DX8, how can I make a little
LifeCounter (GFX, not text) in the right
corner? |
Posted May 1, 2003 7:59:38 AM
|
Alpha with x-files
|
how do I set the alpha value for a meshobject? (DX8)
[edited by - gustav on April 27, 2003 9:46:39 AM] |
Posted April 27, 2003 9:42:24 AM
|
Transparent Mesh-files
|
How do I add 50% transparency to a mesh-object?
(in directX8 and VB)
’’========’’
’’DX ’’
’’ VB ’’
’’========’’
|
Posted April 13, 2003 6:05:44 PM
|
View All Topics Started By This User
|
|
Some recent replies made on our forums |
Seaside Racing
|
Quote:Original post by khalilhenoud
Hi, very nice game indeed. I am really interested in the physics engine u made. can u please specify some of the articles/resources you used during the development of the engin
Thanks!
Here are my main refer... |
Posted November 2, 2010 3:18:02 PM
|
Terrain engine
|
Really nice setting you created there! I especially like the colors and how everything really fits together. Keep up the good work :) |
Posted July 27, 2007 8:20:28 AM
|
Terrain Parallax Mapping Demo
|
Quote:Original post by Dragon_Strike
thx for all the comments... i have a newer version... i dont know if the last one included water? and also another step metric which is faster ad more accurate... but i cant upload it since my demos doesnt... |
Posted July 14, 2007 4:17:34 AM
|
Terrain Parallax Mapping Demo
|
It really looks alot better than the normal reference terrain! I like the original (somewhat cartoonish) textures the most, they have their own style and doesn't look like everything else out there. When I try to run the demo though, I just get... |
Posted May 4, 2007 8:30:36 PM
|
Demo of my Simple Physics Engine
|
It is nice to see that you're using Tri-Mesh collisions only,
as I was planning to implent something similar but wondering if it
would slow down my game way too much. It looks like your's is running
faster than I expected though!
Very nice... |
Posted October 14, 2006 8:21:04 AM
|
Penumbra - Overture
|
Looks awesome! Glad you could move to commercial development :)
I loved the technology demo, it was nice to be able to move objects
like in real-life.. I didn't really like the monsters though, they were very
scary at first and then became somew... |
Posted August 26, 2006 1:47:17 PM
|
1944 D-Day : July Update
|
Really nice :) Are you going to use the PhysX PPU in any significant way? Like for example fully destructible houses?
Btw I remember that your site said you were under strict NDA, is this "official" content then? |
Posted August 11, 2006 4:26:56 AM
|
Armageddon
|
I like the post processing effects alot but some of the models don't look like
they fit in the scene so well.
It looks like you have been inspired by Shadow of the collosus and
the techniques it used :) (http://www.dyingduck.com/sotc/making_of_... |
Posted June 3, 2006 8:20:06 PM
|
Comparision of Nintendo GameCube and Wii
|
The picture of Mario (SSBB) on the Wii looks exactly like the one for gamecube, only that the textures are somewhat revamped (to fake AO). The picture of Wii Zelda is taken from Twilight princess which will look the same on GC. I... |
Posted May 16, 2006 1:25:13 PM
|
Omnidirectional Variance Shadow Mapping
|
Nice demo!
It runs at about 100 fps with 2x2 PCF (1280*1024) enabled and around 45 with 3x3
VSM (1280*1024) enabled.
The light movement seems to be somewhat choppy though, it kind of hurts the otherwise smooth shadows... |
Posted April 28, 2006 11:31:45 AM
|
View All Replies Made By This User
|