A new update available of the XNA Advanced Zima 2D Shadows is available
This new update does:
- removes the PostEffect.CircleCut, pointless and bugged
- fix PostEffect.None (now it does what CircleCut was supposed to do)
- fix minor bugs you may never encountered
- and it tries to be MONOGAME compatible (it's beta atm).
Check it out:
http://www.funhazard.com/xna-resources.html
Visualizzazione post con etichetta tools. Mostra tutti i post
Visualizzazione post con etichetta tools. Mostra tutti i post
29 maggio 2013
Advanced Zima 2D Shadows May 2013 update
Etichette:
2D,
development,
PC,
Reach profile,
resources,
shadows,
tools,
Updates,
XBLIG,
xna
8 aprile 2013
Inkscape SVG importer for XNA
I'm working to an Inkscape SVG importer for XNA.
The importer will help us in three ways:
The imported will let you import SVG file into flat 3D meshes and it will be provided with a ContentPipelineExtension.
At the moment I managed to parse SVGs and transform them in meshes and lines, keeping the grouping of meshes, which is cool because you can have separate parts in your SVG that can be transformed separately. For example: you can shape a car that have three groups: one for the body and two for the wheels.
Once imported in game, you can rotate only the groups containing the meshes of the wheels.
Another cool feature is the possibility to use the rotation points if Inkscape to set the joint position between groups.
Currently the import part is working fine (although Bezier curves are still not supported) and I'm working to the joints between groups.
More info about the SVG format: http://www.w3.org/Graphics/SVG/
More info about Inkscape: http://inkscape.org/
Stay tuned for updates.
The importer will help us in three ways:
- Vectorial meshes instead of raster images for most of the graphics
- Inkscape can be a great level editor
- Quick creation of collision shapes
The imported will let you import SVG file into flat 3D meshes and it will be provided with a ContentPipelineExtension.
At the moment I managed to parse SVGs and transform them in meshes and lines, keeping the grouping of meshes, which is cool because you can have separate parts in your SVG that can be transformed separately. For example: you can shape a car that have three groups: one for the body and two for the wheels.
Once imported in game, you can rotate only the groups containing the meshes of the wheels.
Another cool feature is the possibility to use the rotation points if Inkscape to set the joint position between groups.
Currently the import part is working fine (although Bezier curves are still not supported) and I'm working to the joints between groups.
More info about the SVG format: http://www.w3.org/Graphics/SVG/
More info about Inkscape: http://inkscape.org/
Stay tuned for updates.
Etichette:
development,
resources,
SVG,
tools,
xna
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