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Forum Thread Replies Last Post
XNA Programming Unload a specific model ? 1 zygote January 05 2009 12:24
XNA Tutorials Collision Detection 4 fbituner January 05 2009 10:43
XNA Programming Vertices from a 3D Model 4 virtue3 January 05 2009 09:39
XNA Programming I dont Understand Content M... 0 bixel January 05 2009 09:28
XNA Programming Help having two games withi... 13 Mahdi January 05 2009 09:01
Shawn Hargreaves has a new article covering Pixel perfect collision detection using GPU occlusion queries with XNA 3.0. This article covers how to determine the number of pixels overlapping and provides the good/bad/ugly for the technique.


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Shawn Hargreaves Blog Index

Tags: Shawn Hargreaves Blog Collision Detection
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zygote on 01/02/2009 07:12 0 Comments · 819 Reads · Print
XNA Society - Thus far, story development using the Heroic Monomyth technique has been discussed. This next part of the article is going to focus on designing a game using preliminary and technical design documents.

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Tags: XNA Society XNA Tutorial
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Driklyn on 01/02/2009 04:59 0 Comments · 475 Reads · Print
Gamasutra has a listing of its top 10 XNA Community Games for 2008. This special feature takes top picks of the growing community games collection and describes why they chose each game.

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zygote on 12/30/2008 07:30 2 Comments · 1185 Reads · Print
Mahdi Khodadadi Fard has released new version of his XNA graphics engine: Hilva.

The new version supports hardware shadow maps and there are lots of small changes and improvement comparing with previous versions, specially in materials and HDR rendering system.


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Tags: Engine Hilva XNA
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Mahdi on 12/29/2008 04:57 0 Comments · 816 Reads · Print
Firefly is a new XNA game engine with tons of awesome features including Geomipmapped/normal mapped terrain with texture splatting, Input management system, Audio system, Scene management system, Multiple camera types, Hardware instancing, Vegitation maps, Networking with both Windows Live and standard socket support, XBox 360 support and a GUI management system. Check out Firefly and download the source today.


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Tags: XNA Game Engine Terrain 3D Geomipmap
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zygote on 12/24/2008 10:10 Read More · 0 Comments · 2838 Reads · Print
IceCream is a powerful and feature rich open-source 2D engine for XNA games. Designed speciffically to take advantage of the 2D hardware accelerated capabilities of the XNA framework, IceCream is the perfect solution to quickly and easily create 2D games on Windows and XBOX360.



Read More and Watch a Video of IceCream in action.


Tags: XNA Game Engine IceCream 2D Engine
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zygote on 12/22/2008 09:23 Read More · 0 Comments · 4464 Reads · Print
Pausing your game is a nice feature to give the user (and this idea can be expanded to include in-game menus) and it turns out to be a very easy to implement feature too.

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Tags: Tutorial XNA
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zygote on 12/22/2008 05:16 0 Comments · 904 Reads · Print
XMas is a complete graphical animation system for XNA based in Unreal Animation Editor. You can create animations graphs and bind with reflexion to your class. XMas includes a graphical editor and a library for XBox 360.



You can download project and source code here


Tags: XNA Animation
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Liaven on 12/22/2008 05:09 0 Comments · 1761 Reads · Print
Sean James has updates his site, innovativegames.net, over the past few weeks with several new tutorials, including:

  • First Person Cameras
  • Terrain
  • Materials


Innovative Games


Tags: XNA Camera Terrain Material
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sjames on 12/22/2008 05:05 0 Comments · 1068 Reads · Print
The results are in for the Ziggyware Fall 2008 XNA Article Contest. Thanks to all that entered in this very successful contest. This contest was full of great entries and will make for a great resource for future developers for years to come.

Winners:



Other articles to mention (in not particular order)

  1. Creating InGame Awards (both, 1 and 2)
  2. Geographic Application Framework
  3. High Dynamic Range Rendering


  4. Full Article List

    Sponsors


    chUmbaLum sOft - Milkshape 3D

    offering the Milkshape licenses



    Gamedevkicks.com

    offering the 3 1600 point redeem cards



    Tags: Contest
    Add Your Tagkick it on GameDevKicks.com
    zygote on 12/22/2008 04:57 2 Comments · 1682 Reads · Print
XNA Society - Developing a game from start to finish is no easy task. It requires a lot of patience and a massive amount of dedication. This article is intended to help relieve some pressure by easing the process of coming up with creative ideas and then shaping them into fully developed games.

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Tags: XNA Society Game Design Article
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Driklyn on 12/19/2008 04:38 0 Comments · 1029 Reads · Print
Novaleaf Games is hosting a Biology Battle - Holiday Blast Challenge where you have the chance to compete to win tons of Microsoft Points. This challenge spans a month's time and has five categories where you can win.


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Tags: Contest Game
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zygote on 12/17/2008 06:33 0 Comments · 693 Reads · Print
Ultrahead from Do as I say, not as I do has put together a new file template for visual studio that allows you to easily add a new DrawableGameComponent to your XNA games. Along with the download-able file template, Ultrahead explains the installation process and even has a few pictures to look at.

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Tags: Template Component Ultrahead
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zygote on 12/15/2008 06:14 0 Comments · 927 Reads · Print
Here are a list of the current Ziggyware Fall 2008 XNA Article Contest entries:


Geographic Application Framework in XNA

Advanced Content Management Systems in XNA

Creating In-Game Awards in XNA

Creating In-Game Awards in XNA, Part 2

Introduction to Soft Body Physics in XNA

Photoshop Blend Modes with HLSL

Simulating Planetary 2D Gravity

High Dynamic Range (HDR) Rendering in XNA

Transferring Data Between Two Episodic Games

Object-Oriented Programming for XNA

Advanced Point Sprite Particle Systems

High Performance Game Development - Optimizing Games in XNA

Multi-threading for your XNA Game

Terrain with Geometry Clipmaps in XNA

Implementing a Flexible Input System in XNA

Simple Image Template

Xml Interfaces for UI Screens

Text Glyphs in XNA

Using a Pool Memory Structure to Boost Performance

Language Localization using Extension Methods

Procedural Music

Advanced Input Handling in XNA

Creating Animated Textured Models for XNA

Creating Animated Textured Models for XNA - Part2: trueSpace


Sponsors


chUmbaLum sOft - Milkshape 3D

offering the Milkshape licenses



Gamedevkicks.com

offering the 3 1600 point redeem cards



Let me know if I missed your entry.


Tags: Contest
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zygote on 12/12/2008 18:44 8 Comments · 6851 Reads · Print
In this article Omri Fima shows how to create a generic geographic framework for XNA, and implements a simple Virtual Earth client for Windows based XNA games.

This article has been entered into the Ziggyware Fall 2008 XNA Article Contest.

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Tags: Contest Virtual Earth Tutorial
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zygote on 12/12/2008 18:26 0 Comments · 790 Reads · Print
Advanced Content Management Systems in XNA by Aranda Morrison. In this article I describe how and why I have created a custom ContentManager. I will also explain how you can use the end result and some of the areas that could be improved on.

This article has been entered into the Ziggyware Fall 2008 XNA Article Contest.

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Tags: Contest Content Tutorial
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zygote on 12/12/2008 18:25 0 Comments · 856 Reads · Print
Dr_Asik has created a Pac Man clone in XNA. This game comes with full source code and should be fun to toy around with.


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Discuss in the forum

Tags: Game
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zygote on 12/12/2008 05:39 0 Comments · 938 Reads · Print
Jose Ricardo has a new article online showing how to implement basic projective texturing and the shader required. Jose projects a 2D texture onto a 3D plane.

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Tags: Projective Texturing HLSL Tutorial
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josericardojr on 12/09/2008 04:39 3 Comments · 1338 Reads · Print
NVIDIA has released the first seven chapters of GPU Gems 3 on their website. NVIDIA stated they will put all chapters of the book online by releasing three chapters per week.





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Tags: Book Shaders
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Mahdi on 12/09/2008 04:33 0 Comments · 1000 Reads · Print
XNA Society - The purpose of XML serialization is to enable the conversion of XML documents to runtime objects and vice-versa. When you serialize data, a new document is created and the data is saved to it. However, when you deserialize data, the document is loaded and the data is converted into a managed object.

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Tags: XML Tutorial
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Driklyn on 12/09/2008 04:32 0 Comments · 669 Reads · Print
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