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Title: XNA Thrust game / Defered shading View count: 301 Rating: 5.0 (2 ratings) Description: This is the first video of my XNA game. Its based around the art style used in mario galaxy and little big planet, used to make a simple thrust-style shooter. The renderer features defered shading, realtime lighting, realtime shadows, normal mapping, specular, depth of field, bloom, and fast particles. The shadow technique is a somewhat novel wbuffer projection based approach, and supports up to 4 shadow casting lights per frame. The engine itself uses a modified 2D farseer physics engine (new broadphase, SAT) and 3DSMAX to do the level art and assets. The physics for the piston and chains shown in the video is a simulation not an animation. It runs at 60hz flat on the 360 in SD, 30hz in HD. Edit: Ungh the encoding quality on this is rubbish. First time youtuber, I'll see what I can do. Tags: xna, thrust, defered rendering, retro, Author: thornwind |