Added: 5 years ago
From: tmauer
Views: 22,234
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  • OMG! A flying rock on giant baklavas!

  • Thats how madballs invasion was made

  • O_o

  • Looks neat.

    For the collision, it's possible to use a simple 2d grid, even though it's '3d space'. This is probably what this demo is. Notice the tiles and how all parts of wall always match to a tile. In that sense, it's a 2d game rendered in 3d.

    It's alot easier to see if a point in inside an 'allowed' tile, in 2d, than it is to do volume collision tests (boxes, spheres, custom vertex buffers) in 3d.

    For 3d, you gotta use a physics/collision library like JigLibX or BulletX

  • it looks like u have used all the code from the riemers tutorial with a very little modification

  • looked like runescape

  • its better than runescape.

  • For those who say "this sucks" you have no idea how tangled and difficult it is to do collision coding. NO IDEA!!! It's hard as crap and when you think you have it nailed, something else comes along and owns you.

    Nice job, I know it wasn't easy.

  • I'm not dissing his work, its always nice to se people get creative, or just testing around :)

    but! collision in this demo seems to be Sphere vs boundingBox, and that is about 2 lines of code in XNA.

    it dont look like collision aginst terrain, so there is no need to do manual interpolation of vertices(ofcourse, he might have done that anyway just for fun), that however would take more code and a little bit more skillz.

    as far as i can tell, this is not needed in this demo.

  • You're comment sucked.How's that?

  • Is everything you need free with XNA?

    PLZ EXPLAIN AND TELL ME WAHT I NEED PLZ PLZ

  • XNA studio 3.0, and visual c# there is a student version, my god google it ffs.

  • nice but you could add some events or something

  • CAN YOU USE A 3DS MAX BIPED IN XNA

  • ??? you create the animation in 3ds max with the biped or any other sort of joints then you export it into a .fbx, load it into the game engine draw it on the screen then TADA

  • For XNA Game Studios 1.0, what graphics creator should I use? I mean, what do I use to create everything? Also, maybe it's cause I'm on my friend's vista computer, but when I download the visual c# express sp1 (or whatever it's called, but I know sp1's at the end), I try to install it but it says it has an error and the update may not be for any existing software. I need it to install XNA so where do I get Visual C# Express Edition SP1?

  • I downloaded all of the stuff for xna

    and when i open up c# and open a new xbox 360 game, its this long code and i have no idea whatsoever to doa and will somebody please help me! i want to know if its hard or if im just making it hard! plz reply! thx

  • its c coding, so yes it is hard to start off learning, but there are a lot of video tutorials, and the "how do i" tutorial in the help menu in XNA game studio. be patient, learn what you can

  • Really good... I had all hell trying to calculate those kinds of collision responses in 3d, looks like you found a nice formula to do it.

  • I cant say for sure what he used, he might have written his own stuff ofcourse, but in general, as far as XNA goes, there is no fancy formula or algoritms for sphere vs block, or block vs block collision, in his case, there is no need to manually interpolate any cordinates on level vertices, if you look closly, it seems that even the diagonaly walls seems to be pure blocks at the bottom where the balls collide, thay only look diagonaly at the top, i might be wrong. but i dont think so.

  • oh ok . i was just wondering if the XNA sdk is a full game engine sdk or just a graphics engine sdk ? .

  • It is a framework sdk. So it has all of the base components you would need to make a game, graphics audio, filesystem, etc... However you will need to put it all together to make the game. So it is not like the Source Engine which is a very specific toolkit for a specific type of game. They plan on releasing very complete sample projects of the framwork designed for specific game types. One of these samples combined with the framework would be more like a comercial game engine.

  • is that map generated proceduraly ?

  • No but it easily could be, I nave a much more advanced version of it running now (unfortunatly life has kind of stalled the project for the moment.)

  • Do you have some website to see your progress?

  • I updated the description with a link to the web site. I have a test demo up there right now. It is a little dated but truthfully real life took over for a while so not much has changed from when I made the demo.

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