<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-5632897239505851505</id><updated>2011-09-15T06:59:32.056-07:00</updated><category term='Phyzell'/><category term='Deferred Shading'/><category term='XNA Console'/><category term='Flying Turtle Software'/><category term='Heru'/><category term='PhysX'/><category term='XNA 4.0 CTP'/><category term='XNA Samples'/><category term='WP7'/><category term='HDR'/><category term='Content Manager'/><category term='Samarium Wars'/><category term='XNA'/><category term='Mall-a-Palooza'/><category term='Path Following'/><category term='XNA models to PhysX meshes'/><category term='Windows Phone 7'/><category term='Async Content Loading'/><category term='iPhone'/><category term='AI'/><category term='Resource Manager'/><category term='XNA Components'/><category term='Shadows'/><category term='Multithreading'/><category term='ZPX'/><category term='OpenGL'/><title type='text'>3D Gaming Stuff</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>26</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-2804126289484799350</id><published>2010-10-15T02:10:00.001-07:00</published><updated>2010-10-15T05:55:25.382-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Samarium Wars'/><category scheme='http://www.blogger.com/atom/ns#' term='Flying Turtle Software'/><title type='text'>Flying Turtle Software and Samarium Wars</title><content type='html'>After a long time without posting, we would like to present you our first commercial game, emerging from our work with XNA in the past couple of years.&lt;br /&gt;&lt;br /&gt;Samarium Wars is a scroller shooter for Windows Phone 7. We love classic games and how fun they are, so we're trying to bring that fun back.&lt;br /&gt;&lt;br /&gt;We formed Flying Turtle Software, which will be our brand for future commercial projects. You can always be up to date with the latest news at &lt;a href="http://FlyingTurtleSoftware.com"&gt;FlyingTurtleSoftware.com&lt;/a&gt; and by following us on &lt;a href="http://twitter.com/flyingturtlesft"&gt;Twitter&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;We leave you with the gameplay trailer  of Samarium Wars but You can check more info about the game at &lt;a href="http://SamariumWars.com"&gt;SamariumWars.com&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/OEiDWutbYFI?fs=1&amp;amp;hl=pt_PT"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/OEiDWutbYFI?fs=1&amp;amp;hl=pt_PT" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-2804126289484799350?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/2804126289484799350/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/10/flying-turtle-software-and-samarium.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/2804126289484799350'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/2804126289484799350'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/10/flying-turtle-software-and-samarium.html' title='Flying Turtle Software and Samarium Wars'/><author><name>Bruno Vidal</name><uri>http://www.blogger.com/profile/11069348262141820211</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-3016989102186493852</id><published>2010-04-06T03:12:00.000-07:00</published><updated>2010-04-06T03:18:56.002-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Content Manager'/><category scheme='http://www.blogger.com/atom/ns#' term='Async Content Loading'/><category scheme='http://www.blogger.com/atom/ns#' term='Resource Manager'/><title type='text'>AsyncResourceManager done</title><content type='html'>Hello,&lt;br /&gt;&lt;br /&gt;We are writing today, to announce that our Asynchronous Resource Manager is already working and under intensive tests in our new engine and game. For that reason and because of its complexity, we decided to not release to everyone for now. First we need to assure that it really works on a real case and is what we are doing.&lt;br /&gt;&lt;br /&gt;So if you are interested in testing it and make your games without loading screens, send us a mail (3dgamingandprogramming@gmail.com) or leave a comment with your mail and we will send you our Resource Manager.&lt;br /&gt;&lt;br /&gt;After we finish the game we will release the Resource Manager for all community. &lt;br /&gt;&lt;br /&gt;Stay Tunned.&lt;br /&gt;&lt;br /&gt;We are currently working on other components this time, thinking on WP7, probably some upgrades to existing ones:)&lt;br /&gt;&lt;br /&gt;Stay tunned&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-3016989102186493852?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/3016989102186493852/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/04/asyncresourcemanager-done.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/3016989102186493852'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/3016989102186493852'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/04/asyncresourcemanager-done.html' title='AsyncResourceManager done'/><author><name>Vando Pereira</name><uri>http://www.blogger.com/profile/02226574685606172111</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-3065600264048293236</id><published>2010-04-01T07:06:00.000-07:00</published><updated>2010-04-01T12:12:15.058-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='iPhone'/><category scheme='http://www.blogger.com/atom/ns#' term='ZPX'/><title type='text'>Orange Game by ZPX</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://orangegame.zpx.pt/"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 542px; height: 372px;" src="http://orangegame.zpx.pt/uploads/images/orangegame/iphone.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.zpx.pt/"&gt;ZPX&lt;/a&gt; (the portuguese company I work for) has just released an iPhone game.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://orangegame.zpx.pt/"&gt;Orange Game&lt;/a&gt; has simple but quite addictive gameplay mechanics, accompanied by a peculiar original soundtrack.&lt;br /&gt;&lt;br /&gt;Go to the &lt;a href="http://itunes.apple.com/us/app/orange-game/id363987666?mt=8"&gt;AppStore&lt;/a&gt; and try it out!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-3065600264048293236?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/3065600264048293236/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/04/orange-game-by-zpx.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/3065600264048293236'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/3065600264048293236'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/04/orange-game-by-zpx.html' title='Orange Game by ZPX'/><author><name>Bruno Vidal</name><uri>http://www.blogger.com/profile/11069348262141820211</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-3636313070439732744</id><published>2010-03-16T03:54:00.000-07:00</published><updated>2010-03-16T03:56:45.064-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Windows Phone 7'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA 4.0 CTP'/><title type='text'>Windows Phone 7 Hardware Foundation</title><content type='html'>&lt;p&gt;In case you missed it, the WP7 devices have a minimum required  hardware platform which is exciting for us game developers:&lt;/p&gt;&lt;p&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e)  {}" href="http://images.bit-tech.net/news_images/2010/03/windows-phone-7-series-supports-directx-9/wp7.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 318px; height: 238px;" src="http://images.bit-tech.net/news_images/2010/03/windows-phone-7-series-supports-directx-9/wp7.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a aiotarget="false" aiotitle="" onblur="try  {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://images.bit-tech.net/news_images/2010/03/windows-phone-7-series-supports-directx-9/wp72.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 318px; height: 237px;" src="http://images.bit-tech.net/news_images/2010/03/windows-phone-7-series-supports-directx-9/wp72.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;a aiotarget="false" aiotitle="" onblur="try  {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://images.bit-tech.net/news_images/2010/03/windows-phone-7-series-supports-directx-9/wp72.jpg"&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Too bad XNA won't have custom shaders for the WP7 from the start, but that's just a matter of time.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-3636313070439732744?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/3636313070439732744/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/03/windows-phone-7-hardware-foundation.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/3636313070439732744'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/3636313070439732744'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/03/windows-phone-7-hardware-foundation.html' title='Windows Phone 7 Hardware Foundation'/><author><name>Bruno Vidal</name><uri>http://www.blogger.com/profile/11069348262141820211</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-9066187794645048814</id><published>2010-03-15T17:44:00.000-07:00</published><updated>2010-03-15T17:52:22.001-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Windows Phone 7'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA 4.0 CTP'/><category scheme='http://www.blogger.com/atom/ns#' term='WP7'/><title type='text'>XNA 4.0 CTP and Windows Phone Dev Tools Out!!!</title><content type='html'>&lt;p&gt;Hello Everyone, &lt;/p&gt;&lt;p&gt;Todays at &lt;a href="http://live.visitmix.com/"&gt;MIX'10&lt;/a&gt; Microsoft Announced the availability of Windows Phone Developer Tools CTP. &lt;/p&gt;&lt;p&gt;If you did not download it yet, do it now @ &lt;a href="http://developer.windowsphone.com/"&gt;http://developer.windowsphone.com/&lt;/a&gt;&lt;/p&gt;&lt;p&gt;You can read some stuff and get some links in follow sites:&lt;/p&gt;&lt;p&gt;&lt;a href="http://blogs.msdn.com/astebner/archive/2010/03/15/9978994.aspx"&gt;http://blogs.msdn.com/astebner/archive/2010/03/15/9978994.aspx&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href="http://blogs.msdn.com/shawnhar/"&gt;http://blogs.msdn.com/shawnhar/&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Download Visual Studio 2010 RC here: &lt;a href="http://msdn.microsoft.com/en-us/vstudio/dd582936.aspx"&gt;http://msdn.microsoft.com/en-us/vstudio/dd582936.aspx&lt;/a&gt;&lt;/p&gt;&lt;p&gt;BTW, I made some tests using touch capabilities and some sprites:p &lt;/p&gt;&lt;p&gt;Look:&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;br /&gt;&lt;object id='stUEpXRENKRFtZSFpcW1tZUl9X' width='425' height='344' type='application/x-shockwave-flash' data='http://www.screentoaster.com/swf/STPlayer.swf'  codebase='http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,115,0'&gt;&lt;param name='movie' value='http://www.screentoaster.com/swf/STPlayer.swf'/&gt;&lt;param name='allowFullScreen' value='true'/&gt;&lt;param name='allowScriptAccess' value='always'/&gt;&lt;param name='flashvars' value='video=stUEpXRENKRFtZSFpcW1tZUl9X'/&gt;&lt;/object&gt;&lt;div style='width: 425px; text-align: right;'&gt;&lt;a href='http://www.screentoaster.com/'&gt;Screencasts and videos online&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;Stay Tunned!&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-9066187794645048814?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/9066187794645048814/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/03/xna-40-ctp-and-windows-phone-dev-tools.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/9066187794645048814'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/9066187794645048814'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/03/xna-40-ctp-and-windows-phone-dev-tools.html' title='XNA 4.0 CTP and Windows Phone Dev Tools Out!!!'/><author><name>Vando Pereira</name><uri>http://www.blogger.com/profile/02226574685606172111</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-4202279372406620465</id><published>2010-03-04T03:50:00.000-08:00</published><updated>2010-03-04T04:11:00.648-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Async Content Loading'/><category scheme='http://www.blogger.com/atom/ns#' term='Mall-a-Palooza'/><title type='text'>Update and RTS new Game: Mall-a-Palooza</title><content type='html'>&lt;p&gt;Hello everyone,&lt;/p&gt;&lt;p&gt;For those who are waiting for AsyncResourceManager sample, I'm sorry about my late, but Microsoft Portugal made a challenge for every XNA developers and I'm finishing my entry, because of it I didn't finish the sample yet. But I will:) It is almost done, Its missing only the test and dump, to assure that everything is in right place.&lt;/p&gt;&lt;p&gt;But the main reason why I'm posting today, its because the company where I'm working (RTS), is lunching a new game today, it is a casual game, but I'd like that everyone try it, please download the demo:)&lt;/p&gt;&lt;p&gt;&lt;a href="http://www.iwin.com/games/mall-a-palooza"&gt;http://www.iwin.com/games/mall-a-palooza&lt;/a&gt;&lt;/p&gt;&lt;p&gt;If you like it, please leave a review in iWin website:)&lt;/p&gt;&lt;p&gt;Thank you&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-4202279372406620465?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/4202279372406620465/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/03/update-and-rts-new-game-mall-palooza.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/4202279372406620465'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/4202279372406620465'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/03/update-and-rts-new-game-mall-palooza.html' title='Update and RTS new Game: Mall-a-Palooza'/><author><name>Vando Pereira</name><uri>http://www.blogger.com/profile/02226574685606172111</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-231639419848478180</id><published>2010-02-01T01:42:00.001-08:00</published><updated>2010-02-01T06:06:10.682-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Content Manager'/><category scheme='http://www.blogger.com/atom/ns#' term='Async Content Loading'/><category scheme='http://www.blogger.com/atom/ns#' term='Resource Manager'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Multithreading'/><title type='text'>Back to Cool Stuff:D</title><content type='html'>Hello Everyone,&lt;br /&gt;&lt;br /&gt;here we are back to really cool stuff. First of all, we are starting our new engine, we have a current code name: &lt;span style="font-weight: bold;"&gt;Unleashed Engine 2D&lt;/span&gt;. As you can see by name, it is 2D, but this doesn't mean that we are rendering only in 2D, but it is directed for 2D gameplay.&lt;br /&gt;&lt;br /&gt;We are planning a some nice features, but for now, the coolest is an editor with real-time &lt;span id="result_box" class="short_text"&gt;&lt;span style="background-color: rgb(255, 255, 255);" title="intercessão"&gt;intercession.&lt;br /&gt;More Desired Features:&lt;br /&gt;- Avatar Support&lt;br /&gt;- Generic Physics Wrapper (until now, it is wrapping the basic functions of Box2D and Farseer)&lt;br /&gt;- Cool pre-created cams&lt;br /&gt;- Post Processing in a easy way&lt;br /&gt;- Animated Sprites and an Editor&lt;br /&gt;- And some others that will appear:P&lt;br /&gt;&lt;br /&gt;We are only in beginning,  but experimental version is almost done and we will make a stupid demo to test it and of course, it will appear right here.&lt;br /&gt;&lt;br /&gt;Another thing that I'm doing and that will be posted in next days/weeks, is an &lt;span style="font-weight: bold;"&gt;Async Resource Manager&lt;/span&gt;! What is it? It is a simple extension to ContentManager. If you already played Halo, you probably have noticed that mid-level loadings are very fast and silent. So I want this kind of loading in my games and this resource manager open this doors for me (I think).&lt;br /&gt;I did it in this weekend and preliminary results are very good.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;But, what it does?&lt;br /&gt;&lt;/span&gt;- First you need to subdivide yours assets in groups. (Levels, Checkpoints or other else division, you probably think that is fine for you)&lt;br /&gt;- You subdivide that groups using requests. A request is a List of assets ID, Path and Type.&lt;br /&gt;-When you create some group, you want to pass a Callback to be called when manager finish the loading of that group.&lt;br /&gt;- Finally when you think that you will need some resources soon, you call GetResource&lt;t&gt;(name). Manager loads the resource in another thread and callback your application when finishes. So in meantime, the player can continue playing or if it reaches the point where you need to swap resources, you can present a little loading screen, while manager do not finish its work.&lt;br /&gt;- And Yes, you can and you must call Unload(group) or Unload(resourceName) when you think that is desirable.&lt;br /&gt;&lt;br /&gt;I'm preparing the sample and fix some minor bugs:) I'll post the source as soon as possible.&lt;br /&gt;&lt;br /&gt;Stay tuned&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-231639419848478180?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/231639419848478180/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/02/back-to-cool-stuffd.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/231639419848478180'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/231639419848478180'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2010/02/back-to-cool-stuffd.html' title='Back to Cool Stuff:D'/><author><name>Vando Pereira</name><uri>http://www.blogger.com/profile/02226574685606172111</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-5881198357323581290</id><published>2009-12-20T05:59:00.000-08:00</published><updated>2009-12-24T10:22:43.955-08:00</updated><title type='text'>Merry Christmas and a Happy New Year</title><content type='html'>Hello Everyone!&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Why didn't we post anything in almost 3 months? Because we are very busy with our projects and working on a prototype that we need to finish before sharing some news.&lt;br /&gt;&lt;br /&gt;But we are making new components for our projects and we will publish them soon. We are also working on a 2D version of our engine, to allow a quick and easy 2D game development.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;If someone has some idea for a tutorial or sample that we can do, mail us:D&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Stay tuned for new updates, as we will try to post more often.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="white-space: pre;font-family:Arial;" &gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Merry Christmas and a Happy New Year for everyone!!&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-5881198357323581290?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/5881198357323581290/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/12/merry-christmas-and-happy-new-year.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/5881198357323581290'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/5881198357323581290'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/12/merry-christmas-and-happy-new-year.html' title='Merry Christmas and a Happy New Year'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-8891304641388048904</id><published>2009-10-05T06:07:00.000-07:00</published><updated>2009-10-05T06:17:27.996-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA Components'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA Console'/><title type='text'>Console Component Updated [AGAIN]</title><content type='html'>&lt;iframe title="Preview" scrolling="no" marginheight="0" marginwidth="0" frameborder="0" style="width:98px;height:115px;padding:0;background-color:#fcfcfc;" src="http://cid-eb144c315c7d31f8.skydrive.live.com/embedicon.aspx/Blog/XNA%20Console%20Component%20v1.2.rar"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;ChangeLog:&lt;div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;04-10-09&lt;/div&gt;&lt;div&gt;----------------&lt;/div&gt;&lt;div&gt;- Scroll Down and Up is now supported (Up/Down arrow on PC and DpadUp/DpadDown on Xbox)&lt;/div&gt;&lt;div&gt;- Added a Solution to Xbox360 and now it supports Xbox built-in OnScreenKeyboard &lt;/div&gt;&lt;div&gt;&lt;span class="Apple-tab-span" style="white-space:pre"&gt;  &lt;/span&gt;-Press Back+Start to Show Console&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-tab-span" style="white-space:pre"&gt;  &lt;/span&gt;-Press A to open onScreen Keyboard&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-tab-span" style="white-space:pre"&gt;  &lt;/span&gt;-Some bugs appear in xbox version&lt;/div&gt;&lt;div&gt;- Project was upgraded to XNA 3.1&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;28-08-09&lt;/div&gt;&lt;div&gt;-----------------&lt;/div&gt;&lt;div&gt;- System Rewritten now commands are added  dynamically via Action Delegates&lt;/div&gt;&lt;div&gt;- Added Support for numeric keys, minus and comma&lt;/div&gt;&lt;div&gt;- Added support for help messages&lt;/div&gt;&lt;div&gt;- Added a WriteLine method to write in console, even in command action&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;15-03-09&lt;/div&gt;&lt;div&gt;-----------------&lt;/div&gt;&lt;div&gt;- XNA 3.0 Support                                         &lt;/div&gt;&lt;div&gt;- Console fits to Window Resize Events    &lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-8891304641388048904?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/8891304641388048904/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/10/console-component-updated-again.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/8891304641388048904'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/8891304641388048904'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/10/console-component-updated-again.html' title='Console Component Updated [AGAIN]'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-4973978805787684704</id><published>2009-08-28T16:10:00.000-07:00</published><updated>2009-08-30T00:34:14.206-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA Components'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><title type='text'>Console Component Updated</title><content type='html'>Hello again,&lt;br /&gt;&lt;br /&gt;to give some life to blog, I'm posting the latest version of the console component. We've made some modifications for Phyzell and now we give you the updated component.&lt;br /&gt;&lt;br /&gt;Initial Console credits go to: Kevin Jurkowski&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Change Log:&lt;br /&gt;&lt;br /&gt;28-08-09&lt;br /&gt;-----------------&lt;br /&gt;- System Rewritten now commands are added  dynamically via Action Delegates.&lt;br /&gt;- Added Support for numeric keys, minus and comma&lt;br /&gt;- Added Support for help messages&lt;br /&gt;- Added a WriteLine method to write in console, even in command action&lt;br /&gt;&lt;br /&gt;15-03-09&lt;br /&gt;-----------------&lt;br /&gt;- XNA 3.0 Support *&lt;br /&gt;- Console fits to Window Resize Events&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe style="BORDER-BOTTOM: #dde5e9 1px solid; BORDER-LEFT: #dde5e9 1px solid; PADDING-BOTTOM: 0px; BACKGROUND-COLOR: #ffffff; MARGIN: 3px; PADDING-LEFT: 0px; WIDTH: 240px; PADDING-RIGHT: 0px; HEIGHT: 66px; BORDER-TOP: #dde5e9 1px solid; BORDER-RIGHT: #dde5e9 1px solid; PADDING-TOP: 0px" marginheight="0" src="http://cid-eb144c315c7d31f8.skydrive.live.com/embedrowdetail.aspx/Blog/XNA%20Console%20Component%20v1.1.rar" frameborder="0" marginwidth="0" scrolling="no"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;Stay tuned for the next posts!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-4973978805787684704?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/4973978805787684704/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/08/console-component-updated.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/4973978805787684704'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/4973978805787684704'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/08/console-component-updated.html' title='Console Component Updated'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-5186971336728541977</id><published>2009-08-28T14:37:00.000-07:00</published><updated>2009-08-30T00:35:22.429-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA models to PhysX meshes'/><category scheme='http://www.blogger.com/atom/ns#' term='PhysX'/><title type='text'>Holidays and a simple new tool</title><content type='html'>No we are not going to let the blog die!&lt;br /&gt;&lt;br /&gt;We are on school holidays and we are starting to work on our master theses. But in few weeks we will start developing a new game. Once again we will share all the milestones and hopefully release some more samples. =D&lt;br /&gt;&lt;br /&gt;However you can take a look at this project: &lt;a href="http://xnaphysxtools.codeplex.com/"&gt;http://xnaphysxtools.codeplex.com/&lt;/a&gt;. It's a simple tool that we mostly developed for Phyzell which allows to create PhysX meshes from XNA models. It will be expanded if we get feedback from anyone who wants to use it. Please stay tuned for future developments.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-5186971336728541977?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/5186971336728541977/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/08/holidays-and-simple-new-tool.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/5186971336728541977'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/5186971336728541977'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/08/holidays-and-simple-new-tool.html' title='Holidays and a simple new tool'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-8293628256366370000</id><published>2009-07-19T03:05:00.001-07:00</published><updated>2009-08-27T00:30:44.747-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Phyzell'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><title type='text'>Phyzell - Alpha</title><content type='html'>&lt;a aiotarget="false" aiotitle="" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://brunovidal.info/storage/3Dblog/logo.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 652px; height: 113px;" src="http://web.ist.utl.pt/bruno.vidal/3DBLOG/logophyzell.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Hello!&lt;br /&gt;&lt;br /&gt;We've been working hard for the last couple of weeks, trying to polish some of the techniques we implemented, as well as tweaking the game mechanics. We're quite happy with the final result, after 3-4 months of part-time work in this game.&lt;br /&gt;&lt;br /&gt;Well, for now, at least, this is it! We submitted our project (that was developed as a course project of our master's degree in Computer Engineering). We're not prepared to completely say goodbye to Phyzell, so we're dubbing this version as Alpha, hoping that in the future we get enough time and resources to improve this concept and turn it into a real game. Nevertheless, we will definitely use our engine in our future projects for XNA, from which you might be hearing about in the upcoming months.&lt;br /&gt;&lt;br /&gt;For now, we leave you with the gameplay video and the &lt;a href="http://brunovidal.info/storage/3Dblog/Phyzell_Alpha_Installer.rar"&gt;installer of the alpha version&lt;/a&gt;, so you can try it out for yourselves.&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/AN9S85WQyx0&amp;hl=pt-br&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/AN9S85WQyx0&amp;hl=pt-br&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-8293628256366370000?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/8293628256366370000/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/07/phyzell-alpha.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/8293628256366370000'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/8293628256366370000'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/07/phyzell-alpha.html' title='Phyzell - Alpha'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-2254612189153796158</id><published>2009-06-30T06:33:00.000-07:00</published><updated>2009-08-27T00:34:03.059-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Phyzell'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Deferred Shading'/><category scheme='http://www.blogger.com/atom/ns#' term='HDR'/><category scheme='http://www.blogger.com/atom/ns#' term='PhysX'/><category scheme='http://www.blogger.com/atom/ns#' term='Shadows'/><title type='text'>Phyzell - Pre Alpha 2 Video</title><content type='html'>&lt;a aiotarget="false" aiotitle="" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://brunovidal.info/storage/3Dblog/logo.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 652px; height: 113px;" src="http://web.ist.utl.pt/bruno.vidal/3DBLOG/logophyzell.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Hi there!&lt;br /&gt;&lt;br /&gt;We're very excited with the improvements that Phyzell had over the past couple of weeks. You can watch a gameplay video (&lt;a href="http://www.youtube.com/watch?v=4ivIL6SvipE&amp;amp;fmt=22"&gt;here in HD&lt;/a&gt;) of the the second pre alpha version (yes, that's what we're calling it).&lt;br /&gt;&lt;br /&gt;Just a quick reminder of the techniques we're using in this game:&lt;br /&gt;- Deferred Shading&lt;br /&gt;- Deferred Shadow Maps&lt;br /&gt;- HDR - High Dynamic Range Rendering&lt;br /&gt;- Distortion effect for camouflage&lt;br /&gt;- Particle system for the blackhole graphical representation&lt;br /&gt;- Everything running on a custom made engine that is using PhysX.NET and XNA.&lt;br /&gt;&lt;br /&gt;Please, share your thoughts and critics.&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/4ivIL6SvipE&amp;amp;hl=pt-br&amp;amp;fs=1&amp;amp;hd=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/4ivIL6SvipE&amp;amp;hl=pt-br&amp;amp;fs=1&amp;amp;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-2254612189153796158?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/2254612189153796158/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/06/phyzell-pre-alpha-2-video.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/2254612189153796158'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/2254612189153796158'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/06/phyzell-pre-alpha-2-video.html' title='Phyzell - Pre Alpha 2 Video'/><author><name>Bruno Vidal</name><uri>http://www.blogger.com/profile/11069348262141820211</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-5008260843541519976</id><published>2009-06-10T17:39:00.000-07:00</published><updated>2009-06-11T02:39:17.060-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA Samples'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Deferred Shading'/><category scheme='http://www.blogger.com/atom/ns#' term='Shadows'/><title type='text'>Deferred Shading With Shadow Maps Sample</title><content type='html'>Hi again,&lt;br /&gt;&lt;br /&gt;I know that this is probably the most antecipated post of this new blog, so check it out=D&lt;br /&gt;&lt;br /&gt;Please read README.txt and help us to improve this sample. This uses a very very high resolution shadow map (2048x2048) to obtain excelent results. PCF is nice to handle with aliasing problem of shadow maps, so turn it on (1-4 or G key).&lt;br /&gt;&lt;br /&gt;Use WASD to move and press the left mouse button to rotate camera and T to enable/disable shadows.&lt;br /&gt;&lt;br /&gt;My work here was very simple, so look at CombineEffect.fx to see how the mix between deferred shading and shadow map is made.&lt;br /&gt;&lt;br /&gt;The guys who really did the hard work were:&lt;br /&gt;&lt;br /&gt;Deferred Shadow Maps in XNA By Matt Pettineo (mpettineo@gmail.com)&lt;br /&gt;&lt;a href="http://www.ziggyware.com/readarticle.php?article_id=235"&gt;http://www.ziggyware.com/readarticle.php?article_id=235&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Deferred Shading in XNA - Implementing a deferred renderer in XNA GS 2.0 by Catalin Zima&lt;br /&gt;&lt;a href="http://www.ziggyware.com/readarticle.php?forum_id=18&amp;amp;thread_id=12743&amp;amp;article_id=155"&gt;http://www.ziggyware.com/readarticle.php?forum_id=18&amp;amp;thread_id=12743&amp;amp;article_id=155&lt;/a&gt;&lt;br /&gt;or&lt;br /&gt;&lt;a href="http://www.catalinzima.com/?page_id=14"&gt;http://www.catalinzima.com/?page_id=14&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;HERE IT IS:&lt;br /&gt;&lt;br /&gt;&lt;iframe style="border: 1px solid rgb(221, 229, 233); margin: 3px; padding: 0px; background-color: rgb(255, 255, 255); width: 240px; height: 66px;" marginheight="0" src="http://cid-eb144c315c7d31f8.skydrive.live.com/embedrowdetail.aspx/Blog/DeferredShadingPlusDeferredShadowMaps.rar" marginwidth="0" scrolling="no" frameborder="0"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;Thanks&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-5008260843541519976?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/5008260843541519976/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/06/deferred-shading-with-shadow-maps.html#comment-form' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/5008260843541519976'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/5008260843541519976'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/06/deferred-shading-with-shadow-maps.html' title='Deferred Shading With Shadow Maps Sample'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-5008650011660106107</id><published>2009-06-09T13:32:00.001-07:00</published><updated>2009-06-09T14:31:14.265-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Phyzell'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Deferred Shading'/><category scheme='http://www.blogger.com/atom/ns#' term='HDR'/><category scheme='http://www.blogger.com/atom/ns#' term='Shadows'/><title type='text'>Phyzell - Effects Presentation</title><content type='html'>Today we gave a presentation in which we talked about some of the techniques and special effects that we're implementing for Phyzell, including Deferred Shading and Deferred Shadow Maps.&lt;br /&gt;&lt;br /&gt;You can &lt;a href="http://brunovidal.info/storage/3Dblog/PHYZELL_003.pdf"&gt;check out the slides&lt;/a&gt; and watch the following videos.&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/aGV9Ghlnpn8&amp;hl=pt-br&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/aGV9Ghlnpn8&amp;hl=pt-br&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/x5gjxC581C0&amp;hl=pt-br&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/x5gjxC581C0&amp;hl=pt-br&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-5008650011660106107?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/5008650011660106107/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/06/phyzell-effects-presentation.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/5008650011660106107'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/5008650011660106107'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/06/phyzell-effects-presentation.html' title='Phyzell - Effects Presentation'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-3531784509675923724</id><published>2009-06-07T12:09:00.000-07:00</published><updated>2009-06-07T14:05:10.457-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Deferred Shading'/><category scheme='http://www.blogger.com/atom/ns#' term='Shadows'/><title type='text'>Deferred Shading and Shadow Mapping</title><content type='html'>Hey,&lt;br /&gt;&lt;br /&gt;Today we got shadow mapping working on our sand box :D&lt;br /&gt;&lt;br /&gt;We based our efforts on two tutorials:&lt;br /&gt;&lt;br /&gt;Deferred Shadow Maps in XNA By Matt Pettineo (&lt;a href="mailto:mpettineo@gmail.com"&gt;mpettineo@gmail.com&lt;/a&gt;)&lt;br /&gt;&lt;a href="http://www.ziggyware.com/readarticle.php?article_id=235"&gt;http://www.ziggyware.com/readarticle.php?article_id=235&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Deferred Shading in XNA - Implementing a deferred renderer in XNA GS 2.0 by Catalin Zima&lt;br /&gt;&lt;a href="http://www.ziggyware.com/readarticle.php?forum_id=18&amp;amp;thread_id=12743&amp;amp;article_id=155"&gt;http://www.ziggyware.com/readarticle.php?forum_id=18&amp;amp;thread_id=12743&amp;amp;article_id=155&lt;/a&gt;&lt;br /&gt;or&lt;br /&gt;&lt;a href="http://www.catalinzima.com/?page_id=14"&gt;http://www.catalinzima.com/?page_id=14&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Here's a glimpse at our results:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;img style="margin: 0px auto 10px; text-align: center; width: 400px; display: block; height: 323px;" id="BLOGGER_PHOTO_ID_5344668958190572754" alt="" src="http://1.bp.blogspot.com/_QjF4WJvbVFA/SiwUGacBlNI/AAAAAAAAAAc/srONq-rimbI/s400/shadowMapping+%2B+DeferredShading.png" border="0" /&gt;&lt;/div&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt;If you are having problems achieving this, send us a mail or comment this post:D&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-3531784509675923724?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/3531784509675923724/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/06/deferred-shading-and-shadow-mapping.html#comment-form' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/3531784509675923724'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/3531784509675923724'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/06/deferred-shading-and-shadow-mapping.html' title='Deferred Shading and Shadow Mapping'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_QjF4WJvbVFA/SiwUGacBlNI/AAAAAAAAAAc/srONq-rimbI/s72-c/shadowMapping+%2B+DeferredShading.png' height='72' width='72'/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-8526206710584468712</id><published>2009-05-19T12:50:00.000-07:00</published><updated>2009-08-27T00:34:30.794-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Phyzell'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='PhysX'/><title type='text'>Phyzell - Second Presentation and First Pre Alpha Video</title><content type='html'>&lt;a aiotarget="false" aiotitle="" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://web.ist.utl.pt/bruno.vidal/3DBLOG/logophyzell.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 652px; height: 113px;" src="http://manjas.byethost22.com/3DBLOG/logophyzell.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;We've been working hard on Phyzell, trying to implement the engine and all the gameplay. Today we had our &lt;a href="http://brunovidal.info/storage/3Dblog//PHYZELL_002.pdf"&gt;second presentation&lt;/a&gt; and we're also happy to show you the first pre alpha gameplay video (&lt;a href="http://www.youtube.com/watch?v=UGxOth8TxBQ&amp;amp;fmt=22"&gt;here in HD&lt;/a&gt;) and, if you would like to, you can &lt;a href="http://brunovidal.info/storage/3Dblog/Phyzell_Pre-Alpha_1_Installer.rar"&gt;try it out for yourself&lt;/a&gt;!&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/UGxOth8TxBQ&amp;amp;hl=en&amp;amp;fs=1&amp;amp;hd=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/UGxOth8TxBQ&amp;amp;hl=en&amp;amp;fs=1&amp;amp;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-8526206710584468712?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/8526206710584468712/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/05/phyzell-second-presentation-and-first.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/8526206710584468712'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/8526206710584468712'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/05/phyzell-second-presentation-and-first.html' title='Phyzell - Second Presentation and First Pre Alpha Video'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-6594176488755394124</id><published>2009-04-19T04:14:00.001-07:00</published><updated>2009-04-20T15:22:51.855-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='AI'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA Samples'/><category scheme='http://www.blogger.com/atom/ns#' term='Path Following'/><title type='text'>AI Tests for Phyzell</title><content type='html'>Hey!&lt;br /&gt;&lt;br /&gt;Sorry about our absence since the end of March, but we are working on projects for other courses and the major changes we made to Phyzell engine didn't have anything to show until now.&lt;br /&gt;&lt;br /&gt;So, we are currently progressing on two fronts. We're programming both the black hole gun and the traditional fire arms behavior but today we want to show you our AI tests. We're working on a nice AI, nothing too much advanced, though.&lt;br /&gt;&lt;br /&gt;To do this, we are starting just with the fuzzy logic samples from XNA creators Club and adding a new behavior, Path Following. So our entity (a tank) will chase some mices (like in the original sample) and aditionally it will have a fixed path (based on the Curve Class) to follow when it doesn't have nothing to do. Like soldiers, when are guarding something like warehouses.&lt;br /&gt;&lt;br /&gt;You can see the video above or/and check the source. What add some waypoints to make the path and wait for the thank to finish its work and go back to the path.&lt;br /&gt;&lt;br /&gt;Controllers:&lt;br /&gt;A - Adding a waypoint&lt;br /&gt;Space - When you add all waypoint press space to create the path (dont press it before you have at least 2 wapoints, we don't handle exceptions:p)&lt;br /&gt;&lt;br /&gt;Q - Add a mice&lt;br /&gt;W - Remove a mice&lt;br /&gt;Tab - Iterate fuzzy properties&lt;br /&gt;P and L - increse/decrease fuzzy properties&lt;br /&gt;&lt;br /&gt;That's all, stay connected. We'll post our black hole gun sample very soon! =D&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/FJFmOES42I0&amp;amp;hl=pt-br&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/FJFmOES42I0&amp;amp;hl=pt-br&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe style="border: 1px solid rgb(221, 229, 233); margin: 3px; padding: 0px; background-color: rgb(255, 255, 255); width: 240px; height: 66px;" marginheight="0" src="http://cid-eb144c315c7d31f8.skydrive.live.com/embedrowdetail.aspx/Blog/FuzzyLogicPhyzellTests.rar" marginwidth="0" scrolling="no" frameborder="0"&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-6594176488755394124?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/6594176488755394124/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/04/hey-sorry-about-we-dont-post-anythig.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/6594176488755394124'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/6594176488755394124'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/04/hey-sorry-about-we-dont-post-anythig.html' title='AI Tests for Phyzell'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-1002846597871124522</id><published>2009-03-31T06:46:00.000-07:00</published><updated>2009-03-31T12:24:07.471-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Phyzell'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='PhysX'/><title type='text'>Phyzell - First Presentation</title><content type='html'>Well, today we gave a presentation about Phyzell. Yes that's the name of our upcoming FPS. You can &lt;a href="http://brunovidal.info/storage/3Dblog/PHYZELL_001.pdf"&gt;check out the few slides we used&lt;/a&gt; and watch the video of the current state of development.&lt;br /&gt;&lt;br /&gt;Stay tuned for news!&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;br /&gt;&lt;object width="640" height="360"&gt;&lt;param name="movie" value="http://www.youtube.com/v/p8XdQPmxZdA&amp;amp;hl=pt-br&amp;amp;fs=1&amp;amp;color1=0x3a3a3a&amp;amp;color2=0x999999"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/p8XdQPmxZdA&amp;amp;hl=pt-br&amp;amp;fs=1&amp;amp;color1=0x3a3a3a&amp;amp;color2=0x999999" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="360"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-1002846597871124522?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/1002846597871124522/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/03/first-presentation.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/1002846597871124522'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/1002846597871124522'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/03/first-presentation.html' title='Phyzell - First Presentation'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-2961242579747511640</id><published>2009-03-19T16:12:00.001-07:00</published><updated>2009-07-05T15:43:06.059-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA Components'/><title type='text'>XNA Input Event Generator Component</title><content type='html'>Hi!&lt;br /&gt;&lt;br /&gt;As you must know, the input system in XNA GS is based on IF statements. This is simple but when your game/project grows, it turns the source chaotic and maybe for each frame you may need to test the same key/button several times in different objects.&lt;br /&gt;&lt;br /&gt;So, we made a very useful component to solve this problem. Whis this you can separate input code from update code and only the classes that subscribe some type of events, will be notified.&lt;br /&gt;&lt;br /&gt;This component supports three types of events:&lt;br /&gt;- Button/Key Pressed&lt;br /&gt;- Button/Key Released&lt;br /&gt;- Button/Key On Hold - This hold has a default time of 1 second, you can change it.&lt;br /&gt;&lt;br /&gt;GamePad, Keyboard and Mouse are supported.&lt;br /&gt;Analog controllers, like thumbsticks and triggers have different types of events. For each new value, a new event is triggered. So when you move your thumbstick, several events are raised.&lt;br /&gt;&lt;br /&gt;You can improve everything and extend this component, if you do it, send it to our email, please! ;)&lt;br /&gt;&lt;br /&gt;EDIT:&lt;br /&gt;New Version Released -&gt; Change Log:&lt;br /&gt;---&lt;br /&gt;Version 1.2 - 05 July 2009&lt;br /&gt;FIXED - GamePad negative values don't generate events&lt;br /&gt;FIXED - XBOX 360 don't copile&lt;br /&gt;ADDED - XBOX360 Solution&lt;br /&gt;---&lt;br /&gt;Version 1.1.2 - 04 April 2009&lt;br /&gt;FIXED - NullPointerException&lt;br /&gt;---&lt;br /&gt;Version 1.1 - 03 April 2009&lt;br /&gt;FIXED - Bug in detecting gamepad release buttons event&lt;br /&gt;CHANGED - Now Key/Button Pressed event, is continuously raised while key/button is down.&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;&lt;iframe scrolling="no" marginheight="0" marginwidth="0" frameborder="0" style="width:240px;height:66px;margin:3px;padding:0;border:1px solid #dde5e9;background-color:#ffffff;" src="http://cid-eb144c315c7d31f8.skydrive.live.com/embedrowdetail.aspx/Blog/InputEvents%7C_v1.2.rar"&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-2961242579747511640?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/2961242579747511640/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/03/xna-input-event-generator-component.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/2961242579747511640'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/2961242579747511640'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/03/xna-input-event-generator-component.html' title='XNA Input Event Generator Component'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-3916182954002456925</id><published>2009-03-15T05:47:00.000-07:00</published><updated>2009-03-18T02:56:01.224-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA Components'/><title type='text'>XNA Console Component</title><content type='html'>Today,&lt;br /&gt;&lt;br /&gt;we bring you a XNA Console Component. The first version was made by Kevin Jurkowski and it's posted here:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.ziggyware.com/readarticle.php?article_id=163"&gt;http://www.ziggyware.com/readarticle.php?article_id=163 &lt;/a&gt;&lt;br /&gt;All credits go to him. This version was improved by us, to support XNA 3.0 and respond to Windows Resize Events, here it is:&lt;br /&gt;&lt;br /&gt;&lt;iframe style="border: 1px solid rgb(221, 229, 233); margin: 3px; padding: 0px; background-color: rgb(255, 255, 255); width: 240px; height: 66px;" marginheight="0" src="http://cid-eb144c315c7d31f8.skydrive.live.com/embedrowdetail.aspx/Blog/XNA%20Console%20Component.rar" marginwidth="0" scrolling="no" frameborder="0"&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-3916182954002456925?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/3916182954002456925/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/03/xna-console-component.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/3916182954002456925'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/3916182954002456925'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/03/xna-console-component.html' title='XNA Console Component'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-745553916503562425</id><published>2009-03-11T15:57:00.000-07:00</published><updated>2009-03-31T12:11:10.088-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Phyzell'/><category scheme='http://www.blogger.com/atom/ns#' term='PhysX'/><title type='text'>Game concept – first draft</title><content type='html'>Well, we have decided to develop a FPS. That said, it might not be the craziest, most innovative idea ever, but it’s a safe bet, not only because of our short deadline (everything should be ready by early July, with at least one full playable level) but also to allow that some more people are  willing to try the game,  due to its somewhat familiar gameplay.&lt;br /&gt;&lt;br /&gt;The key point of our concept resides within the heavy use of physical effects. We will rely on Nvidia PhysX and our imagination to push some limits and provide the player a new engaging experience. We’re at the early stages of level design, but already planned is a futuristic environment where most of the time the physical laws don’t apply, with both indoor and outdoor scenes.&lt;br /&gt;&lt;br /&gt; So, let’s give away some ideas we’ve put together to form our game concept:&lt;br /&gt;    • The story (only intended to set up the gameplay): an experienced soldier wakes up and doesn’t remember the last few days. He’s in a strange place, eager to escape and about to experience some really strange things while he fights for a way out…&lt;br /&gt;&lt;br /&gt;    • Rooms with different environments (gravity, friction, etc.), which may even change in real time, through some kind of control.&lt;br /&gt;&lt;br /&gt;    • Main character with mutable physical attributes (strength, height, etc.), using some kind of chargeable device. &lt;br /&gt;&lt;br /&gt;    • Besides the usual fire arms, the player may use two special weapons:&lt;br /&gt;        o   A gun loaded with raw material which is transformed, on the fly, into projectiles of the desired size, allowing the player to strategically manage its resources, considering the number and positions of the enemies it’s facing.&lt;br /&gt;        o   A vortex shooting gun, which specs are a work in progress… &lt;br /&gt;&lt;br /&gt;    • Some of the enemies immune to one (or more) of the weapons.&lt;br /&gt;&lt;br /&gt;    • We’re currently exploring the possibility of integrating some autonomous agents and multi-agent systems knowledge into the AI, controlling enemy behavior. More news on that later.&lt;br /&gt;&lt;br /&gt;And that’s about it for now. We’ll polish these ideas during the next few weeks and produce the first draft of the game design document which we’ll probably post here. Please feel free to tell us what you think and give some suggestions on how can improve our game.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-745553916503562425?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/745553916503562425/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/03/game-concept-first-draft.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/745553916503562425'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/745553916503562425'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/03/game-concept-first-draft.html' title='Game concept – first draft'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-8835647933775502724</id><published>2009-02-26T12:51:00.000-08:00</published><updated>2009-02-27T09:38:57.652-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='PhysX'/><title type='text'>XNA + PhysX  = New Game</title><content type='html'>Hi,&lt;br /&gt;&lt;br /&gt;today we don't have too much to say, but just to keep you up to date: We are taking the first steps in our Game Engine for the future project. We integrated physX and character controller for now, but next week we will talk about some more aspects and after this we will post some game mechanics details and videos.&lt;br /&gt;&lt;br /&gt;In the upcoming weeks, if our work goes well, we will post some nice components developed for the game.&lt;br /&gt;&lt;br /&gt;Stay connected!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-8835647933775502724?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/8835647933775502724/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/02/xna-physx-new-game.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/8835647933775502724'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/8835647933775502724'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/02/xna-physx-new-game.html' title='XNA + PhysX  = New Game'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-6744611525844246835</id><published>2009-02-16T16:10:00.000-08:00</published><updated>2009-02-17T04:53:20.453-08:00</updated><title type='text'>XNA and PhysX</title><content type='html'>Hi!&lt;br /&gt;&lt;br /&gt;As we said, we are currently playing with PhysX.Net, a .NET wrapper for Nvidia PhysX.&lt;br /&gt;This wrapper actually is an alpha release so everything is implemented with some bugs, but author very quickly addresses the identified issues.&lt;br /&gt;&lt;br /&gt;You can get this wrapper at: &lt;a href="http://www.codeplex.com/physxdotnet"&gt;http://www.codeplex.com/physxdotnet&lt;/a&gt;&lt;br /&gt;&lt;a href="http://web.ist.utl.pt/vandopereira/PhysxSamples.rar"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;For those who want to make Windows Games using NVIDIA PhysX and XNA, this is a perfect packet.&lt;br /&gt;You need to install:&lt;br /&gt;- XNA (of course:p)&lt;br /&gt;- Nvidia PhysX Runtime&lt;br /&gt;- Nvidia PhysX SDK&lt;br /&gt;And download the wrapper.&lt;br /&gt;&lt;br /&gt;The Nvidia PhysX documentation comes with too much examples and training lessons. What we did was "translating" some of these lessons to PhysX.Net wrapper, and you can get it here:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;a href="http://web.ist.utl.pt/vandopereira/PhysxSamples.rar"&gt;PhysX.Net_TrainingPrograms&lt;/a&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;Code isn't documented and you can use everything. You must follow the training lessons docs from Nvidia PhysX Documentation. Some things change a little, from the original PhysX to the wrapper, and this is a perfect package to understand the difference between the two versions.&lt;br /&gt;&lt;br /&gt;The source code, contains everything you need, but pay attention, only Rigid Bodies lessons are complete and some of them aren't finished yet.&lt;br /&gt;&lt;br /&gt;If everyone want to help or want to correct some problems, please send to us your improved versions.&lt;br /&gt;&lt;br /&gt;Next post will be about our new project, an untitled game project, using physX and XNA;)&lt;br /&gt;&lt;br /&gt;For now, take a look at presentation video:&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/1pF8NVr07O4&amp;amp;hl=pt-br&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/1pF8NVr07O4&amp;amp;hl=pt-br&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-6744611525844246835?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/6744611525844246835/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/02/xna-and-physx.html#comment-form' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/6744611525844246835'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/6744611525844246835'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/02/xna-and-physx.html' title='XNA and PhysX'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-1032732822834884901</id><published>2009-02-04T16:08:00.000-08:00</published><updated>2009-02-06T02:30:37.941-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='OpenGL'/><category scheme='http://www.blogger.com/atom/ns#' term='Heru'/><title type='text'>Heru - First Game - First Contact with OpenGL</title><content type='html'>Hi!&lt;br /&gt;&lt;br /&gt;Today we want to show you our first project. It was made for the  3D Animation and Visualization Course &lt;a href="http://www.ist.utl.pt/"&gt;IST&lt;/a&gt;'s MSc in Computer Science and Engineering.&lt;br /&gt;&lt;br /&gt;You can get the source &lt;a href="http://brunovidal.info/storage/3Dblog/Heru_src_assets.rar"&gt;here&lt;/a&gt;. The solution is for VC8 but you can easily convert it to VC9 with default converter.&lt;br /&gt;&lt;br /&gt;The following videos are self demonstrative of the tech developed for this game.&lt;br /&gt;&lt;br /&gt;Feel free to try it and use everything you want.&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;object width="480" height="295"&gt;&lt;param name="movie" value="http://www.youtube.com/v/LoENIwVww4E&amp;amp;hl=pt-br&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/LoENIwVww4E&amp;amp;hl=pt-br&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="295"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/XmQP9IM9pCU&amp;amp;hl=pt-br&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/XmQP9IM9pCU&amp;amp;hl=pt-br&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Z8oPMhzL8qo&amp;amp;hl=pt-br&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/Z8oPMhzL8qo&amp;amp;hl=pt-br&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-1032732822834884901?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/1032732822834884901/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/02/heru-first-game-first-contact-with.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/1032732822834884901'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/1032732822834884901'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/02/heru-first-game-first-contact-with.html' title='Heru - First Game - First Contact with OpenGL'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5632897239505851505.post-9115088625099155046</id><published>2009-02-04T04:22:00.000-08:00</published><updated>2009-02-05T12:30:25.576-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='PhysX'/><category scheme='http://www.blogger.com/atom/ns#' term='OpenGL'/><category scheme='http://www.blogger.com/atom/ns#' term='Heru'/><title type='text'>Past: OpenGL | Future: XNA</title><content type='html'>Hi Everyone,&lt;br /&gt;&lt;br /&gt;We are Portuguese Students and we are making games=D.&lt;br /&gt;&lt;br /&gt;Now seriously, this blog is a window for our projects and technology we will use to complete them. We will post some Source Code and videos documenting our progress.&lt;br /&gt;&lt;br /&gt;You can ask for some help or give us your opinion about our games and share your th&lt;br /&gt;&lt;br /&gt;For now, we will post stuff about our first OpenGL game and our next XNA project, for which we are currently testing a PhysX wrapper for XNA.&lt;br /&gt;&lt;br /&gt;Stay connected, we will post every test that we made with PhysX , very useful to understand some nice tricks and differences between PhysX and PhysX.Net (the wrapper we are using).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_QjF4WJvbVFA/SYmMri4vP8I/AAAAAAAAAAM/AIKLo1LW7m8/s1600-h/heru.jpg"&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5632897239505851505-9115088625099155046?l=3dgamingstuff.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dgamingstuff.blogspot.com/feeds/9115088625099155046/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/02/past-opengl-future-xna.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/9115088625099155046'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5632897239505851505/posts/default/9115088625099155046'/><link rel='alternate' type='text/html' href='http://3dgamingstuff.blogspot.com/2009/02/past-opengl-future-xna.html' title='Past: OpenGL | Future: XNA'/><author><name>3D Gaming and Programming</name><uri>http://www.blogger.com/profile/14994300376353668612</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry></feed>
