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Edward Powell Vectric Ltd

Advanced Reach Profile Rendering. Edward Powell Vectric Ltd. @ VeraShackle. XNA-UK Blog. vera@XNA-UK.net. (and Charles Humphrey – in absentia!) http://xna-uk.net/blogs/randomchaos/. Background. The Evolution of Trafalgar Win32 & GDI Wargame in C++ Winforms & C# 2D XNA.

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Edward Powell Vectric Ltd

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  1. Advanced Reach Profile Rendering Edward Powell Vectric Ltd @VeraShackle XNA-UK Blog vera@XNA-UK.net (and Charles Humphrey – in absentia!) http://xna-uk.net/blogs/randomchaos/

  2. Background • The Evolution of Trafalgar • Win32 & GDI Wargame in C++ • Winforms & C# • 2D XNA...

  3. From 2D to 3D

  4. Reach Compliant 3D Trafalgar Demo http://www.youtube.com/watch?v=CVp-vea04q0 XNARender_1 Duration: 2:17s

  5. Creating a Skybox • Conventional Approach • Pre-created geometry • TextureCube art asset • Custom Shader • No Shaders! • EnvironmentMapped? • TextureCube support, complex reflections • BasicEffect? • Simple, but Texture2D only

  6. BasicEffect Skybox Demo http://www.youtube.com/watch?v=jjmqQLSWESk XNARender_2 Duration: 0:47s

  7. Creating the ocean Simple Dual Texture Effect Animated Dual Texture Effect CPU Animated Environment Map Effect

  8. Simple DualTextureEffect Demo http://www.youtube.com/watch?v=9e5mcLrpUJ8 XNARender_3 Duration: 0:31s

  9. CPU Ocean Demo http://www.youtube.com/watch?v=IEttgxyV4L4 XNARender_4 Duration: 0:42s

  10. ‘Faking’ the shadows & labelling the ships • Shadows are tricky under Reach! • Panel textured shadows • ‘Flattened’ dynamic shadows • Shadow stencils • Luckily for me, ships will always cast constant shaped shadows over a flat surface – phew!

  11. Creating a Particle System • One of the best ‘bang for buck’ implementations to add. • Explosions • Smoke • Jets • Sparkles • Power-up • Even Frickin’ lasers...

  12. Re-Usable Particle System Demo http://www.youtube.com/watch?v=_q9rJahk5FU XNARender_5 Duration: 1:15s

  13. Rendering the ships with Instancing The same 3 ship models are rendered many times – but with apparently independent draw calls Instancing is an efficient way to maximise the performance of the hardware when repeating the same object No shaders, but a sneaky use of SkinnedEffect...

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