3d

menu crysis 2 style II

hi there!

i've been a bit more involved in programming as the last months, so i created a menu behaving like the one in crysis 2.

now i implemented also a mouse pointer and menu items (known from the efil_gui):

so good fight good night everybody!

menu crysis 2 style I

hi everybody!

i'm back again, and as you can see, i've been playing crysis 2 and find the menu really appealing :-)

source is included, so have a look! it's just a fast approximation, so don't be too rude with it!

actually, i'm working on implementing buttons and ray picking and render targets, so that it gets more functional...

greeeetz!

pr_iso - an in-betweener

here's a little update on the iso prototype:

as i said in one of the previous posts, i started integrating 3d tiles. as you can see they are only simple boxes by now, which will change some time. at the moment i have implemented triangle picking:

next steps will be a player model, tile selecteing and path finding (in some loooong time :-))

so stay tuned!

pr_iso_40 final

hi there!

here you'll find some sample code for an isometric tile-based terrain in xna:

well it seems the drupal upload function isn't working right now... i'll figure that out and attach the files asap!

edit: found the error now, i think opera 11.0 doesn't like java upload scripts any more :-) happily i have also firefox (the slowest browser in the world, but the upload works ;-))

isometric height info and tile interpolation II

something tells me to go to bed: i just had to copy the caption of the last entry and put the 'II' behind it.

well it is as it is, i made four triangles out of every tile, added some linear interpolation for the middle point et voilà:

isometric height info and tile interpolation

hi there!

as you can see i haven't been too lazy the last days ^^

like in most cases, life ain't quit fair, so also in this case: although the height info is correct and the tiles fit together, there is a 'challenge' with the details. because every tile consists of only two triangles, wie get really ugly edges here. 

so i'll take a seat this weekend and add two triangles to each tile, so that they are formed of four, which should look more regular.

isometric ray intersection and textures!

hi there!

i've been somehow productive (means i can remember almost everything!) and have an updated screenshot for you, code follows when i have implemented a tile picking function (should be too hard though):

two new features:

  • tile textures (yeah, you guessed it, one is green and the other one is brown)
  • intersection with the terrain (based on rays, doing a linear and binary search approach)

so let's be waiting what'll be next!

more iso stuff!

with the help of good old riemer, i'm now working on 3d tiled terrain:

see also this tutorial:

http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2/Loading_the_floorplan.php

pr_iso_40 source and bin

this is a little sample project for setting up an isometric view and how to switch between perspective and orthographic mode:

oh and you can scroll using the cursor keys :-)

... but don't forget to install the prerequisites:

XNA GS4 prerequisites

see at point 'For games built with 4.0 XNA Framework'!

3d models

here you can find my 3d models.

list of 3d models
street lamp (.blend, .fbx, .png)