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XNA racing game ALPHA 3: better graphics, new tileset

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Uploaded by on Jul 30, 2008

Just as i promised there are some cool new features i'd like to show you...
First off I retextured the whole first level, added lens flare effect, faraway terrain, got some new furnishing for the summer tileset and introduced a winter one. The graphics now has particle effects, bloom and motion blur effect, the lighting of the scene had been remade enphatize the lens flare and bloom effect.
Please post comments below, rate the video if you like it and anyway, thank you for watching!

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Uploader Comments (EversorITA)

  • But the game HAS just begun... HAS, not IS. Nice video and all, though. Props on working with the given tools. XNA is still lacking a lot of basic core stuff for real 3d game development. Unfortunately, C# has not alleviated the need for C++ quite yet, but it's getting there -- that is, as long as MS keeps doling out the funds to keep this failing XNA project alive. They should get off the windows 7 mobile soap box and integrate a real 3d engine into XNA. That's what's really lacking. 

  • @ShwaZmoto Yeah, i see your point but I still think XNA rocks, just because of it's ease and overall power.

    Also the learning material available is quite good, and in 3 years i made quite a leap in programming thanks to C#.

    I think it fills up the hole between Java/Ruby and the old but yet good c++.

  • I would like to know how did you make the smoke.

    I would have tried using a 2D image of a particle, making it transparent and drawing it several times on the screen as 2D directly in space.

    This way it is always facing the camera, each particle has the right size and position on the screen, and there shouldn't be any surprises with the trees :D.

    The drawback is that you have to sort the particles by the distance to the camera, because they are transparent.

    Hope it helps :-)

  • Yeah, for what i recall that's exactly what i was doing. The problem i was a newbie in a rush for new effects : i simply didn't care so much for an error showing up from times to times, even because it was not gameplay connected.

    I really hope to unbury this project anytime soon and along with remaking most of the graphic contents (home made by me in this video) i'd love to solve most of the problems it had.

    Thanks again for the suggestions! I really appreciate the constuctive ones.

  • As a constructive criticism,

    At 1:40 - 1:42 the smoke doesn't appear behind the tree, as expected, so try playing around a bit with a stencil, or with the depth buffer.

    Besides that, everything looks very well :-)

  • Haha, you're the first to notice that :-)

    Thanks for the idea!

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All Comments (34)

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  • Best Music Taste!

  • FIFA 2002 Song FTW!!!!!!

  • Can You upload ONLY physics of wheels, absorbers? I have problem with it. I will subsribe, addd to fav.a, and vote "good"

  • Nice! You are using a Artificial Intelligence library for the boot cars or was made for you?

  • @FireShockX That's what I was (pathetically) trying to explain. :-) I only know and understand the theory, but when it comes to implement stuff, I always get lost into details.

  • If you stare at the smoke, long enough, doesn't it look a bit weird? Why is it always gray in the middle? You could try making the smoke white.

    If you can't make the smoke look more fluid, then you could try making it a bit smaller/shorter, at least while the car is moving slowly, sideways or is in a curve. For long distances it looks fine, but when the camera is spinning, it looks a little bit weird.

    We (or maybe just I) would like to see a demo of the game as it is today.

    Good luck!

  • he probably uses sprites instead of billboards. billboards appear 2-d, but is holds its position in 3-d space. so that closer particles overlap farther particles, and so that the particles can hide behind objects

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