Hey, nice to be here again.
Now the map is updated (current code is 3), you will see quite of improvement stuffs in the scene.
The map now included with buildings, highways, trees, lots of texture lights, the emissive map (which you can see the building turns on its own lights in the night), and more and [...]
Hey, my friends.
After having a good long rest, I decide to come back quickly and start to work again!!
Programmer should have some naps right? If energy is too low, or some of the motivation has gone, it’s the time to refresh thing up by doing anything that not involving with code. That the couple of [...]
As the xna team works quite hard to get the new XNA Framework version out every period of time.
Now XNA Game Studio 3.1 is released.
You can find more information from http://creators.xna.com.
And also the important thing to note is that, if your project is relied on the framework version 3.0. You can upgrade your project into [...]
From what I have done now, integrating the particle system from creator club into my deferred shading system. I have 2 options as this case also can be applied to you too for the approaches I gonna use to integrate this stuff.
First, it’s the simplest one which can be done without much effect. NO [...]
Deferred shading rendering system is what the system that I integrated and used as the main building block for my “RealKo Engine”.
Okay, just go straight to what I want to say now.
I have found the problem of lighting when I used deferred shading as the rendering system. I knew that all the geometry information is [...]