I’ve been Spammed

February 1st, 2007

One of my posts seemed to have generated a lot of spam, over 400 messages in the past month, what the hell does one post need that many SPAM messages for, do they think that by the 100th message you’ll change your mind about the lies they’re telling and actually click on one of their links. I noticed that the first message said something about new porn blog, well this is not a porn blog, never has and never will be, since that’s against my hosting rules, and I think that it was some sort of marker for every retarded spammer in the world who thinks we all need the shit they peddle.

I’ve deleted the post in question, so hopefully all those links to the page they’re using will fail, since it’s just one message I’ll see if it stops it for now, I can handle it at the moment, but they’re stealing my limited web server bandwidth. If it starts up again I may have to instigate registration to post comments, but I’d rather not do that.

XNABench – an XNA Benchmark program

February 1st, 2007

After playing around getting a Poser model into XNA I decided that I really needed to do some performance testing to compare the PC to the Xbox 360, so I decided to build a little benchmark program, I’ve called this XNABench and it’s designed to test various areas of the PC and Xbox’s performance. The benchmarks will be devided into three seperate sections.

Visual Tests – These are done using a really complex scene exported from poser, which mimics the sort of scenes a normal developer would create, with lots of RenderState changes and even render target changes.

Synthetic Tests – These are designed to find out how the hardware reacts to differing batch sizes of polygons, using a sphere of various batch sizes (upto 49152 tris per batch)

CPU Tests – These test various aspects of processing speed, including Matrix operations and looping.

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HDL/Poser Mashup

January 28th, 2007

Someone was writing on the XNA forums at Microsoft about trying to get a poser figure imported into XNA, well since I’ve got Poser 5 and V3 (Victoria 3) that I would try importing her into HDL as a test to see what happens when you try to use a really high polygon model in XNA. First though I had to get the data exported in FBX format, long story short, since this is the most useful part. Download Autodesk’s FBX Convertor, export the model as a Wavefront OBJ file, then convert it to an ASCII FBX file (this is important for the next step), next you need to edit the texture paths, I found it easiest to pull the textures out of their respective directories and store them in a directory local to the FBX file. I replaced the paths with the new path to the textures (since it made them relative to the FBX file, and not pointing at the original files).

Once I’d done that I loaded the model as normal in the game, first using the basic effect shader, because I wasn’t sure it would work, then once I’d got the model working I decided to ramp it up a bit, and render it into both the shadow map and the reflection, then just to make check I added an FPS counter to the title page. Here’s the resultant screenshot.

hdl_poser.png

I had to increase the scale since it appears that poser uses the same scale as my world does, so she’s 40 times actual size, you can see her reflected in the water, and her shadow behind the boat, you can also spot that she’s shadowing herself as well.

So there we go, rendering a poser model not once, but 3 times in XNA, and running at 62fps (possibly more since the update rate is fixed)

HDL gets an new title page

January 22nd, 2007

I decided that the old title page didn’t really reflect the game as I envision it, so I’ve changed it, and made it a bit more dynamic, instead of the helicopter sitting on a static helipad, I’ve move it out onto the Xena and created a scene that’s a bit more animated. It also tests my camera curve code that will be used in the cutscenes in the game engine.

Here’s what the new screen looks like:

hdl_newtitle.png

Of course a still picture doesn’t really do it justice, so I put together a little video of the new engine in action, I’ve also replaced the temporary music I was using with something a bit more martial.

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Reflections on HDL

January 16th, 2007

Another feature added to my engine, I was never entirely pleased with the water effect in HDL, yes, the ripples and warping of the texture looked alright, but it really needed to reflect the environment, however since I’d designed a top-down game, I hadn’t added a sky-box, so I had to create one first, now that I’ve done that, I’m able to render reflections.

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Software Page Updated

January 15th, 2007

I’ve updated my software page with some demos of games I’ve written or worked on in the past, visit the software page from the page menu on the right to see screenshots and information about each game.

Fixed Shadows

January 3rd, 2007

Okay, I’ve found out what was causing the shadows to break, when you begin a sprite batch it sets up the RenderState in a format that is suitable for rendering sprites, however this isn’t suitable for rendering 3D. Read the rest of this entry »

More Models and Stuff

December 19th, 2006

A quick update today, I’ve created a couple of new models for the game, first up is your support ship, The Xena (an alternative pronounciation of XNA), most missions will start from the back of this ship, currently it’s added as an object on the object map, however it’s not been designed to be used as such so it will vanish under certain circumstances because it overflows a tile. Here’s a view from the deck of the Xena

The Deck of the Xena

The next image shows two tank models, the tank is quite complex and probably has more polygons than are really neccessary, however I’m concidering doing this for all models so that if need be I can use them in cut-scenes using the game engine, if I didn’t model them with a reasonable level of detail then they wont hold up to closer inspection. Anyway here’s a shot with two tanks on it, I have to zoom right out to get both on screen, so they’re pretty small, but you can see that they both self shadow, much easier than on the helicopter, due to the speed of the rotor rotations.

Tanks for the memory

Well that’s it for today, I’ll be back later with more shots and progress reports.

A Little Video

December 17th, 2006

Well I’ve finally gotten around to putting together a little video of the game in action, not much to see at the moment, just me flying around over the landscape for 30 seconds, you can see that I’ve got inertia in now, the helicopter takes a while to speed up and slow down.

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The speed shown in the bottom left is the actual speed of the helicopter, the scale is 1 unit = 1metre, the speed of the helicopter is calculated in metres per second, the movement uses the current time step times the distance divided by 1000, so no matter what speed the game runs at the helicopter moves at the appropriate speed, every object in the game will be similarly setup so that the whole thing feels natural and maintains a steady pace.

Still haven’t tested it on the XBox 360 yet, should be getting my Creators Club membership on Wednesday, so try it then, I’m not expecting any problems, but you never know.

Coming out of the Shadows

December 16th, 2006

I mentioned before about adding shadows, well the process went a lot smoother than I expected, after a few false starts I got my models loaded using my new shader, and got the scene to render using the new shader, then I got the shadow maps rendering, finally I was able to combine them and tweak the values until I got something that looked pretty good.

Below are two screenshots that show the new version with shadows, I also added a new title page, I wasn’t happy with the repeated tile filling the background, so I built a little helipad and control tower scene for the title page, with the addition of shadows it looks really good now.

Here’s the first screen (click thumbnail for full size)

Title Page with Shadow

And here’s the ingame engine, not a very exciting view, but it does show the new shadows running in the engine.
Engine with Shadows

Next up will be to get it running on the Xbox 360, I dont envision any problems since it supports Shader Model 2.0 and there’s no PC specific code in there, the only question I have is if it supports R32F format display buffers since I’m using one for the shadow map, I dont think it’ll be a problem, but you never know.