Media Summary: My take on screen-space ambient occlusion, based on this GameDev article: ... Space partitioning using Octrees Collision detection Vertex lighting for models Lighting of 3D world using lightmaps. So in this year's Dream Build Play contest, Microsoft has added the oddly fortunate requirement that contestants use an Xbox 360.
Xna Fangtooth Graphics Engine - Detailed Analysis & Overview
My take on screen-space ambient occlusion, based on this GameDev article: ... Space partitioning using Octrees Collision detection Vertex lighting for models Lighting of 3D world using lightmaps. So in this year's Dream Build Play contest, Microsoft has added the oddly fortunate requirement that contestants use an Xbox 360. Two significant features added to the deferred renederer- shadows (variance and directional light shadow mapping) as well as ... I once again created a completely new version of my The video shows the improvemets of the ChubbyPix
A test of the new bloom lighting and depth of field system in Meteor This is sort of a summary of what terrain design looks like in my article - dtimofeev.blogspot.com/2010/10/ This tutorial takes you through using my abstract sprite class to allow you to put sprites and animated sprites on screen.