Sgt. Conker We are "absolutely fine"

1Jul/110

The Replacement Clingerman

As George W. “Father of an Army” Clingerman went quite quiet recently (conspiracy theorists claim he’s the XNA/XBLIG community manager now and hence is as quiet as the void that wasn’t a community manager…) we have to turn our head to the Evil MVP Jim “The Replacement Clingerman” Perry, who replaced locking with blogging what seems to be some sort of The Spy Game Design Series:

And, compared to the AppBuh Forums mess his forums are alive and kicking.

29Apr/110

Hiding a Clingerman to Talk Natively

Hiding a Clingerman In Benchmarking C#/.Net Direct3D 11 APIs vs native C++ (a post from March 14, I wonder why I did not share this already…) Alexandre Mutel explores the cost of calling native APIs from managed code (AKA interop) via micro benchmarking various managed Direct3D 11 APIs. He does this because:

Hopefully, in SharpDX unlike any other DirectX .NET APIs, this code has been written to be consistent over the whole generated code, and was carefully designed to be quite efficient… but still, It has obviously a cost, and we need to know it!

Spoiler: The offerings Microsoft has in store are, by far, slower than SlimDX/SharpDX.

In other news: There is a thread over in the AppBuhAppHub forums praising the XNA MVPs. We here in the barracks fully support that effort – mostly due to the fact that Captain ZSquare has access to various arms here and we lost the keys to lock up the arsenal… – so you might head over to add to the +1 (none of the Google +1 stuff) choir.

27Mar/110

Things go wrong! and now the news.

Recently the Sgt. Conker server had a bit of a hiccup, our e-mails were getting clogged up and we missed a few things.

No major damage was done, and no soldiers were harmed in this unfortunate outbreak.

And now the news.

George continues his onslaught of posting all things XNA News by bringing you XNA Notes 012.

Ploobs Game Engine - another open source XNA Engine. The engine boasts a huge list of features which you can see just under the screenshots on the codeplex page.
Unfortunately it’s for XNA 3.1, but it looks pretty, and hopefully wouldn’t take much to upgrade to XNA 4.0. Thanks go to Thiago Dias Pastor for bringing this to our attention. He also made me aware of a downloadable document here which is an extensive explanation of the techniques used in the engine. Unfortunately it’s in Portuguese which limits the audience some what.

Optimizing Bounding Boxes in XNA – Robert Walter brings a decent article on how to optimize bounding box collisions in XNA.

Tower Defense Tutorials -  This website has 14.5 articles on how to build an XNA Tower Defense game. Looks like a nice resource.

Neoforce controls – This is something I completely missed. A skinnable GUI library for XNA 4. Looks stunning, possibly a bit overkill but still … worth a try at least.
Disclaimer : this project is no longer maintained or developed (but it’s open source)

And lastly, some support for a very cool XNA engine.

SunBurn Game Engine is looking HOT! – Here’s some news from the Synapse Gaming team.

SunBurn Game Engine: Full Windows Phone 7 Support

Synapse Gaming’s SunBurn Game Engine has led the pack when it comes to technology for XNA. And our latest SunBurn update solidifies that commitment with full support for Windows Phone 7.

This is not some add-on or a small subset of the engine. Instead it includes all of the features and systems the hardware is capable of supporting, and using the same api, content pipeline, and design as on Windows and Xbox. This allows a game to run across all three platforms without any modifications, while still being able to take advantage of SunBurn's advanced features like deferred rendering, HDR, and more on Windows and Xbox.

Windows Phone 7 features in SunBurn include:

  • Diffuse and emissive mapping
  • Volume lighting
  • Bloom / post-processing
  • Baked-down lighting on static objects (see below)
  • Composite lighting on dynamic objects (see below)
  • Collisions
  • Use the same scenes, light rigs, code, tools, and api on Windows, Xbox, and Windows Phone 7

SunBurn 2.0 also includes in-editor baked-down lighting, which generates light maps that render with none of the overhead of the real-time lighting (rendering nearly for free). This makes highly detailed lighting and shadows possible on Windows Phone 7 (which does not support dynamic lighting and shadows).

To learn more, and see SunBurn WP7 games and demos in action, go to http://www.synapsegaming.com/blogs/johnk/archive/2010/11/16/sunburn-2-0-goes-mobile-on-windows-phone-7.aspx

21Feb/113

Posting a Clingerman to Stay Relevant

xna-tattoo Due to the lack of updates recently we’re going to do an XNA Notes inspired round up on this very Monday, and we also like to post a photo of the original author of the XNA Notes to shout yet another Vote for George!

With that out of the way here are the nominations for next Friday’s XNA Notes (in no particular order):

Jim “Still Not Evil” Perry shares an updated XNA 4.0 for Windows version of the Game State Manager sample.

Nick “MVP” Gravelyn breaks the word about a “solid way to handle trial [Ed.: not trail, as initially stated] mode on the Windows Phone 7” written by Dean Johnson.

There’s a new Ad SDK for XNA on Windows Phone 7 in town, seeking help for a very closed beta.

And last but not least, Jason Swearingen still participates in the #AltDevBlogADay, this time covering Spatial Partitioning. Part 1: Survey of spatial partitioning solutions.

A closing paragraph with the sole reason to have the text flow below the photo and bear no real content. The same can be said about this link to The ZBuffer. However, this The cake is a lie does have a meaning…

5Feb/110

Nuclex Framework, Community Character Voting and Morph Targets

Markus “Cygon4” Ewald announces the immediate availability of an intermediate release of his Nuclex Framework, adding: “There are still outstanding issues, but the previous release is already getting a beard and I'm getting reports for issues already solved :)

Amit Ginni Patpatia of FatCow Games AS fame reminds the community to vote for a character for an upcoming game.

Last but not least Barnaby Smith pokes me about an XNA 3.1 Morph Target implementation he put online: “This example uses multiple vertex streams and blends between them using a vertex shader. This approach is a differing method to CPU or VTF based implementations and does not require the calculation of vertex textures, making it quite simple and straightforward.

Source code and more details can be found at his post.

31Jan/113

A New Book on the Block and A New Natur Beta

Sez the Chris G. Williams about the fruits of his collaboration with George W. Clingerman:

Weighing in at 552 pages and featuring a foreward [sicObs.] by the legendary James Silva (Ska Studios, creator of The Dishwasher: Dead Samurai, The Dishwasher: Vampire Smile, I MAED A GAME W1TH Z0MB1ES 1NIT!!!1, and more...) this book gives thorough coverage of XNA 4.0 as it relates to Windows Phone 7.

Continue reading more at Professional Windows Phone 7 Game Development: Creating Games using XNA Game Studio 4 (named in true Microsoft style and spirit…)

Via the forums comes the word that a new beta release of Natur is available. You do not know what Natur is? Well, neither do I so here’s the blurb from CodePlex:

Natur allows you to easily create and manage maps in 3D using the Xna framework. As you build your map, you can enter simulation mode at any time; this will activate bounds, physics, and any game logic such as animations and triggers. The following are currently supported:

  • Animations
  • Bounding Systems
  • Interactive Objects
  • Lighting
  • Locations
  • Physic Simulation
  • Spawn Points
  • Texture Palettes
  • Triggers

28Jan/110

Making money in Xbox 360 indie game development: Is it possible?

Via that Clingerman laddie comes the nice write up on making money on XBLIG over on Bitmob by Demian Linn:

Four premier Xbox Live Indie Games developers talk real-world sales figures and the challenges – and rewards – of trying to go it alone.

21Jan/110

Weekly XNA Notes from George

George W. Clingerman seems to be able to keep up with his weekly XNA Notes with the third installment (also see One and Two). Endorses The Shawn:

Will he keep doing it? Is this something you should bookmark? I hope so, and definitely!

We here in the barracks have nothing to add to that.

21Jan/110

XNA 4.0 Light Pre-Pass

Jorge Coluna shares the code and an article of his Light Pre-Pass technique for XNA 4.0. Says the Jorge:

The discussion between pros and cons of different techniques for real-time lighting has been running for years. Forward rendering, deferred shading and light pre-pass are some of the most famous techniques nowadays. Their definitions and variations can be found with a simple search on internet, with all the most complex mathematics, notations and formulas possible. Therefore I will not focus on this.

3Dec/104

Articles: MVC in games

by Roy Triesscheijn

MVC Primer

MVC stands for "Model View Controller" and has been an architectural pattern in software engineering for quite some time now. MVC allows decoupling between what 'the program is supposed to do' and how this is made visible and controlled.

In MVC the three main responsibilities of the application are handled by three separate parts:

  • The model houses the actual business logic. The model is totally decoupled from the controller and view.
  • The view observes the information from the model, and if needed request an update of the information. Data from the model is lightly massaged, formatted and then presented.
  • The controller controls the application by mapping different kinds of input to public methods available on the model. The model itself always has the final responsibility of doing something with the request made by the controller. In many form-based applications the view and controller are hard to distinguish from each other.

Using MVC will allow you to reuse your complex model in different scenarios. Want to prepare your program for a different kind of input? Just write a new controller. Want to visualize your data in another way, just write a new viewer. In a good application controllers and viewers can even be changed while the application is running.