J.Coluna Game development

Game development

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LINKS TO WEBSITE

DwarvesH Development

Not a development blog for a game similar in concept to Dwarf Fortress. New yet unnamed game info incoming. Wednesday, September 25, 2013. Yeah, you know what this snapshot is about. This is also the best behaved version RAM wise ev.

Nelson Hurst Art, Animation and Games

Creating a Driving,Racing,Chase Game with Unity. I am developing a driving, racing type game with arcade, semi-realistic physics. There have been so many inspirations from movies like Baby Driver, The Fast and Furious Franchise to Console Games like. Nelson Hurst Games is Live.

Game Developers Just another WordPress.com site

What makes a studio differente from another, is the quality of its creative workforce, and that talent and quality is usually revealed in several occasions during the process of creating a videogames. Right from the concept phase, you may feel the expertise and experitse of the team by the way an idea is generated, discussed, documented and iterativly evolved into a game able to make thousands of people to buy it.

S.Luebss XNA 4.0 Game Development

Advanced Shadow Mapping in XNA 4. I was searching for a good and simple shadow mapping sample for XNA 4. While playing around with it I got bored by simply black shadows and began to expand the code.

Vodáčkovo blogk

Czech-English blog about XNA and myself. Česko-Anglický blog o XNA ale taky o mě. All english written articles have English article. Tag and lays under horizontal line. First part is written in Czech. Měl jsem pár takových tušení. no potvrdila se snad všechna. Odpoledne se naštěstí detičky vydaly ven na venkovní hru, ale při návratu zpět je čekalo nemilé překvapení. NEFUNGOVAL INTERNET! Docela mi to .

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J.Coluna Game development

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Game development

PARSED CONTENT

The site had the following in the homepage, "XNA Adding fog to a LPP or deferred pipeline." I noticed that the web site stated " After a long delay, here is one more gift for you how to add fog to your scene." They also stated " I will talk about global fog, although it can be easily extended to local fog volumes like spheres, cubes, etc. Here we have same view with and without fog. The effect is basically a color interpolation based on the depth of the current pixel. You can have a look here. After lots of posts talking about our beloved GBuffer, you should know that we already hav."

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