Sgt. Conker We are "absolutely fine"

7Oct/109

Results for the Absolutely Fine XNA Tutorial Contest

We have judged, we have analyzed the votes received from you; and now we have our winners!

The first place goes to

Rolling World Tutorial

by Christian Schlager

His prize consists of:

The second place goes to

XNA Farseer Platform Physics Tutorial

by Roy Triesscheijn

For his hardwork, he receives:

And finally, the third place goes to :

Programming your first XNA 4.0 game for PC, Xbox 360 & Windows Phone 7: Pong

by Thomas "Mister Helmut" Altenburger

He also receives:

Congratulation to all of our winners. They deserve it!

We'd like to thank our sponsors for their support:

  • Toon Boom Animation Inc. for the Toon Boom Licenses
  • Synapse Gaming for the SunBurn Community License
  • Cpt. ZSquare, for the Creator's Club subscription codes
  • Everyone in the Sgt. Conker barracks for the hard work they put in :)

And another set of thanks and applause go to all of our participants, who worked hard to bring us all the articles.

Here they are again, in all their glory:

About our sponsors

Toon Boom Studio is a great product for 2D animations, allowing you to use a wide range of techniques for your work, including: stop-motion animation, traditional digital animation, traditional paper animation, cut-out animation and rotoscoping. In their own words: "Toon Boom Animation offers easy to use software applications for storyboarding and animation, that perfectly fit game developers' needs. Propel your games to the next level using pre-visualization and leading-edge animation features." I found the product very easy to use, and it will be a great addition to the arsenal of your development tools.

SunBurn is a Lighting and Rendering engine built on top of our beloved XNA Framework. As the guys at Synapse Gaming say, "combining the latest lighting and rendering technology with a flexible and easy to use framework, SunBurn performs the heavy-lifting, letting you focus on your games." For a full list of features included in the SunBurn Engine, visit their site. The license we're giving out as a prize is provided by the kind people and Synapse Gaming.


1Oct/100

Voting is now closed!

As the title says, voting is now closed for the tutorial contest!
We will judge/evaluate all the entries and all the votes, and announce the winners next week!

Thanks to everybody that took part in the contest, both by sending in their entries, and by voting!

21Sep/102

Let the voting begin!

We've finally managed to upload all 20 entries in our 'Absolutely Fine XNA Tutorial Contest' and prepare them for your viewing pleasure.

First, we want to start with a big Thank You! to all our entrants for their effort. We really appreciate your hard work, and your desire to enter our contest.

Thank You!

The full list of entries submitted to the article is below:

And now it's your chance to play favorites!

Besides the judges from inside our barracks, we will let the community act as a judge also. You can contribute to the community vote by sending an email to contest@sgtconker.com with your Top 3 favorite articles from the above list, in the order of preference. We know you like them all... We know you want everyone to win... But this time, you have to choose!

We will leave the voting channels open until Thursday, September 30th 23:59 GMT!

Have fun reading the articles and voting for them, and may the best articles win!

21Sep/100

Article: Shaders – Rim Lighting

by Daniel Greenheck

What should I be familiar with before I go through this tutorial?
- The content discussed in the ambient, diffuse and specular tutorials.
- Dot products, vectors

What is Rim Lighting?

Rim lighting is a shader technique you often see in role-playing games when there's a treasure chest or door which needs to be opened. Around the border of the object there is a soft glow which differentiates it from the rest of the objects in the scene. The concept behind the rim lighting shader is extremely simple: the more a surface faces away from the camera, the more rim lighting it should get. Looking at the sphere below illustrates the point:

21Sep/100

Article: Shaders – Texturing

by Daniel Greenheck

A simple box with a stone black texture

This tutorial will cover attaching an image (I'll be using the word texture from now on) to a model to give it a much more detailed look. Texturing is an essential of creating a realistic scene because it allows us to give objects very fine detail. Without textures, everything in the scene would basically be one color, look very flat and just be generally boring. The right textures can even give an object the illusion of depth, further increasing the realism. The stone box above looks like it has deep cracks in it between the blocks, but that's just an illusion. The entire box is defined using eight vertices. To geometrically represent those cracks, it would take thousands of vertices, something that definitely isn't feasible.

21Sep/100

Article: Shaders – Specular Lighting

by Daniel Greenheck

What should I be familiar with before I go through this tutorial?
- The content discussed in the introduction, ambient and diffuse tutorials.

One Thing Before I Begin...

To keep things succinct, I will no longer explain or comment things explained in previous tutorials. Throughout these series of tutorials, I'm going to expect you've gone through the previous tutorials. No sense in beating a dead horse. So if you look at the variables section and only see the Specular variables, rest assured the others are still in the actual program. I just think it will be easier for you as a reader if I only present you with new information. That aside, let's begin!

What is Specular Lighting?

Specular lighting in one word: shiny. The world specular in itself means a mirror-like surface, so you can imagine that anything that has specular lighting is very reflective, causing it to have shiny highlights. If you place a polished chrome ball under a direct light source, you'll probably see a big shiny spot blinding you; this is the specular highlight. Specular reflections are caused by the reflection of the actual light source itself. If the surface isn't flat however, it will warp the light and you'll usually see it as a small dot of bright light or curved lines of light. When you're out on a sunny day, look around at smooth, metallic objects and notice their specular highlights. Try and determine how the light is coming in and being reflected off the surface to your eye. The more you understand about real-world lighting, the better you'll understand what we're trying to replicate in our shaders.


The perfect example of specular lighting. Notice the highlight is really the reflection of the sun.

21Sep/100

Article: Shaders – Diffuse Lighting

by Daniel Greenheck

What should I be familiar with before I go through this tutorial?
- The content discussed in the introduction and ambient shader tutorials.
- A simple knowledge of vectors, matrices and dot products (click on the links for Wiki articles) will REALLY help you understand some of the light calculations going on. although I'll do my best to explain those topics in this tutorial.

What is Diffuse Lighting?

Diffuse lighting can best be described as directional light. There are three types of diffuse lighting: directional, point light and spotlight. I have a picture of each below in respective order. Directional light comes down at the same angle no matter where you are standing; the light has no position, just direction. Point light is like a light bulb, it all emanates  from a single point equally in all directions. A spot light is like an oriented floodlight or a flashlight. Diffuse light also creates shadows, but that's a much more advanced topic we won't dive in to until later.

20Sep/100

Article: Shaders – Ambient Lighting

by Daniel Greenheck

Since these are shader tutorials and not XNA tutorials, I'm guessing you already have a basic understanding of these topic
- How to draw a simple model or some vertices in XNA.
- How to add files to the Content Pipeline.
- The content in my Shader Introduction.

A few words to start...

Before someone makes the wise-crack that ambient lighting is already taken care of in the BasicEffect class in XNA, I'm going to tell you: ambient lighting is already taken care of in the BasicEffect class in XNA. The reason I'm giving this tutorial is because these basic shaders lay the foundation for more advanced and complex shaders. If you can understand how simple shaders work, it will help you out profoundly when dealing with complex topics like bump mapping and projective texturing later on. I highly recommend avoiding the BasicEffect class if you are completely new to shaders. Instead focusing on building your foundation of shader knowledge; it's completely necessary if you ever plan on making anything beyond a game that looks like Mario 64.
If you don't plan on using advanced shaders or you already know the basics of HLSL, here’s a tutorial on how to use the BasicEffect class (which is also on my links page).

Now, for those of you who are still with me! Ambient lighting is about as simple as it gets, so this will be a good place to start if you are completely unfamiliar with HLSL. A scene with only ambient lighting by itself looks like a polar bear in a snow storm, so if you want a little more detailed effect, I would skip to the diffuse lighting tutorial. However, in later tutorials, I'll be focusing mainly on the actual code inside the vertex and pixel shaders; I'm going to assume you've already read this tutorial and have a basic understanding of shaders. So consider yourself warned!

19Sep/100

Article: Shaders – Introduction

by Daniel Greenheck

Introducing the Introduction

I'm not an expert on High Level Shader Language (HLSL) by any means, and that's probably a good thing for those of you who don't know much about it either. When I first started programming shaders, I had a hard time finding anything that could really explain it at a level that I could understand. This introduction isn't going to go into the graphics pipeline at all, you'll have to search elsewhere for that level of detail. Instead, I'm going to go into the very basics of a shading program and give you an idea of how everything fits together in the bigger picture.

What is a shader?

Shaders are simply a means of manipulating data in some way to get a desired result. They operate on two types of data: vertices and pixels. There are two types of shaders dedicated to each: vertex and pixel shaders. Vertex shaders modify vertex positions and other data at the vertex level. Pixel shaders take data between the vertices by interpolating the values between each pixel. The final result is the color of that pixel. Shaders are powerful because you can tell them exactly how you want to manipulate each vertex and each pixel. With all that power comes a lot of complexity, so I'm going to try to break it down a bit so the task doesn't look so daunting. I was afraid of shaders for a while, but eventually I embraced them because they really are quite elegant and beautiful once you get your head around them.

18Sep/102

Article: Vacant Skies – Action RPG Tutorial Series

by Aaron T Foley

Welcome to the Vacant Skies – Action RPG Tutorial Series. My name is Aaron Foley and I’ll be your host throughout this series. The primary purpose of the series is to document a route on how to make a complete action RPG using XNA and various resources throughout the internet. There are so many amazing resources out there now for XNA that it is pointless to keep reinventing the wheel when writing a game. So I’m going to collect various tutorials, code, and libraries and utilize them all to create a game. So let’s get this show on the road.