Posts Tagged ‘XNA’


So here is my solar system shader. The description is mostly all the in the video.

Features: models, tie intercepter, environment mapping, bump mapping, clouds, cell shading, per pixel lighting, multi-pass lighting and all of this controlled with the xbox 360 controller.

Here is the HLSL file: the shader 🙂


So recently the Game Development Club at SJSU had one of it’s regular programming competitions. This one was based on the Tower Defense genre. Edgar and myself decided to do it on the Zune. This was rather easy in comparison to other things I have been using lately (namely opengl haha). It is a pretty simple game. more of a tech demo/challenge to see how fast we could actually make a functional game. The game has 5 or 6 levels. We used the some code off of the creators club website. For the most part the code is pretty thrown together. It was more about seeing how fast we could actually do this.  Three days of working on it seems like a reasonable amount of time (especially since two of those days were pretty laid back).  I will post a video or something soon probably. Below is the installer for the Zune, and the source code for the game. I think I will modify the game to make levels dynamically generated and infinite. I could see this being a score based game (like tetris or something). There is not a ton of fun to be had right now. This is my first entry into the Zune world :)! I still need to post my blog on grid[z] for facebook. That game is basically done. It has been approved for their application database. I am currently adding leaderboards and live game support!!!

In the mean time:


Source Code:

Final Thoughts: I think I may add some networking to this game. I really enjoyed line tower wars on warcraft 3, so I am thinking about making similar gameplay as that.

Enjoy 🙂


So I made this last semester with a group for my game design classes. Although there was not much “design” to the game we spent a ton of time working on our own proprietary game engine. We did not really fine tune or polish it and make a full on story and game, but looking back at this engine it really is quite a nice accomplishment. Check out the video below! We built it entirely on XNA with no other libraries. We handled collision ourselves! Also developed a quad tree structure to calculate whether something should appear on the screen or not this feature loaded things in and out of memory. Also we developed a power up system. In this video you can see it as us collecting “coins” at the beginning, but it is a little hard to see. Sorry for the somewhat poor quality on the video. I tried to record it using screen capture, but nothing could keep up at 60 (or even 30) frames per second, so i settled for my LG Dare’s Camera.