An Introduction to HLSL (Part II)
April 3, 2008
Continuing on in our exploration of HLSL, let’s look at building a simple shader that applies a texture to a model using UV coordinates. Read more
An Introduction to HLSL (Part I)
April 2, 2008
In a previous article we looked at how to use custom shaders when rendering models, or as post-processing effects when applied to an entire scene. Now let’s look at how to build our own shaders. Read more
XNA Tetris in 24 Hours
March 23, 2008
The “Tetris in 24 Hours” challenge is over, and the total dev time clocked in at just over 15 hours. This was about more than just coding up Tetris for the 360. It was also about figuring out some aspects of XNA I was unfamiliar with, as well as parsing someone else’s code (namely, the GameStateManagement example from creators.xna.com). Read more
Horror Rendering in XNA
March 8, 2008
Soon we’ll be looking in more depth at post-processing in XNA, particularly how its done and what you can do with it. In the meantime, I thought I’d show an extremely simple example of using post-processing to get a very specific genre look. Read more
Game State Management
March 1, 2008
One of the earliest things you need to think about when developing your game is game state management.
Microsoft has graciously included a terrific game state management example, so let’s take a look at it in more depth. Read more





