Visions Of Afar
The Struggles of a College Student in the Gaming Industry

File Sharing Presentation

March 1, 2010 08:23 by Garrett Hoofman

Today I had a presentation to give on Case Studies for File Sharing incidents. To make the presentation interesting I thought I’d try out my Rough Edges Editor and see how well it performed in a real world scenario.

Overall it went pretty well but there are big things I wish I would have done and/or not done in the engine. It taught me a lot of things to look for and to change the next time I take a stab at a 3D engine.


Jack n’ George

October 31, 2009 13:29 by Garrett Hoofman

 

JackAndGeorge 2009-10-31 22-28-14-68

Just finished my xna7day competition entry.

That Jack, he keeps on running off and George has to keep on catching him!

Jack n' George Download

Music: Kevin MacLeod


Rough Edges Editor Scripting

July 29, 2009 06:33 by Garrett Hoofman

Script Used

if (tracking.Selected)
{
        REAnimModel model = tracking as REAnimModel;
        if (model != null && model.Track != "Walk")
             model.Track = "Walk";
             model.Translation = new Vector3(model.Translation.X + 0.05f, model.Translation.Y, model.Translation.Z);
}  else  {
         REAnimModel model = tracking as REAnimModel;
         if (model != null && model.Track != "Loiter")
             model.Track = "Loiter";
}


Rough Edges

July 28, 2009 14:33 by Garrett Hoofman

 

Code Needed :

Initialize
MoveableCamera cam = new MoveableCamera();
cam.CollideWithTerrain = true;
cam.LockToTerrain = true;
cam.HeightAboveGround = 4.5F;

string rootDir = Directory.GetParent(Application.ExecutablePath).Parent.Parent.Parent.Parent.FullName + "\\Resources\\";
XmlTextReader doc = new XmlTextReader(@"C:\Rough Edges\AnimatedModelTest2.rel");
AssetManager assetManager = new AssetManager(Services, rootDir);
Helper.LoadContent(assetManager, rootDir);

scene = REScene.ReadXML(doc, assetManager, GraphicsDevice);
scene.Camera = cam;
 
Update

scene.Update(gameTime, GraphicsDevice);

Draw
scene.Draw(gameTime, GraphicsDevice);


Rough Edges Editor Vegetation and Duplication

July 24, 2009 05:11 by Garrett Hoofman

Day 21 – 23 of the Rough Edges Editor

Features Implemented :

  • Multiple Vegetation Layers on Terrain
  • Instancing / Duplication of Models
  • Moved Saving / Loading into the library

Rough Edges Editor Particle Effects

July 20, 2009 15:33 by Garrett Hoofman

Rough Edges Editor 21 Rough Edges Editor 22

Day 20 of the Rough Edges Editor

Features Implemented :

  • Particle System

Rough Edges Editor Vegetation

July 19, 2009 17:21 by Garrett Hoofman

Rough Edges Editor 20

Day 16-19 of the Rough Edges Editor

Features Implemented :

  • Vegetation on terrain
  • Collision with terrain

Rough Edges Editor Overview

July 16, 2009 06:53 by Garrett Hoofman

Rough Edges Editor Update

July 16, 2009 03:02 by Garrett Hoofman

Rough Edges Editor 14

Day 10-15 of the Rough Edges Editor

Features Implemented :

  • Full screen Editing
  • Saving/Loading moved away from the Library
    • Useful so that the game/library can be used on the XBox 360
  • AssetGetter implemented
  • Overall code cleanup

Rough Edges Editor 15


Rough Edges Editor Day 9

July 8, 2009 15:02 by Garrett Hoofman

Rough Edges Editor 11

Day 9 of the Rough Edges Editor

Features Implemented :

  • Post Process Shaders Implemented

Rough Edges Editor 12

Rough Edges Editor 13