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XNA Game Test

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Uploaded by on Dec 27, 2006

A simple test of my XNA collision code. See http://www.stressedgamer.com/blog/ for more up to date info.

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Entertainment

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Uploader Comments (tmauer)

  • 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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All Comments (25)

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  • OMG! A flying rock on giant baklavas!

  • Thats how madballs invasion was made

  • O_o

  • You're comment sucked.How's that?

  • 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

  • its better than runescape.

  • 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.

  • 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.

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

  • looked like runescape

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