Author's details

Date registered: May 23, 2011

Latest posts

  1. Using Sketchup Models in MonoGame — July 16, 2015
  2. Using Awesomium with MonoGame – Backspace — August 7, 2013
  3. Using Awesomium with MonoGame — August 7, 2013
  4. Generating Planets – Part Four – A Tree Structure — February 23, 2013
  5. Generating Planets – Part Three – Traversing The Grid — February 18, 2013

Most commented posts

  1. A Marching Cubes Voxel Renderer — 10 comments
  2. Using Awesomium with MonoGame — 2 comments
  3. World, Hello! — 1 comment

Author's posts listings

Jul 16 2015

Using Sketchup Models in MonoGame

I recently ran into this minor problem when working with MonoGame, and I couldn’t find a guide that covered the entire process so I thought I would collect the different steps together here. First, after creating the 3D model in Sketchup (I was using the latest 2015 version), you should export the model in the …

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Aug 07 2013

Using Awesomium with MonoGame – Backspace

A problem with the code presented in my previous post is that it won’t work with the special case of the Backspace key, however it can still be handled with a few small additions, based on the code I found in this question on the Awesomium forums. I have changed my code to the following:

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Aug 07 2013

Using Awesomium with MonoGame

I have been recently working on incorporating the Awesomium framework into a MonoGame project I am working on, however actually getting it functional was proving a bit of a problem. There are a lot of examples of Awesomium working in XNA out there, but none that I could find for MonoGame – and the XNA …

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Feb 23 2013

Generating Planets – Part Four – A Tree Structure

An example of how the tree structure would allow us to home in on the triangle we wanted to find.

This post is going to continue on from the previous one with building systems that we will need, but not actually linking them back into the current code yet. This post is going to focus on how we can organize the faces of our icosahedron into a tree like structure. You may have heard of …

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Feb 18 2013

Generating Planets – Part Three – Traversing The Grid


A major problem with our subdivided icosahedron is that its a lot harder to move around the grid than it is with a simple square grid. Where in the latter you just increase the x or y co-ordinates to move through the array, our problem requires a more complex solution, one regrettably more complex than …

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Feb 12 2013

Generating Planets – Part Two – Terrain


So, in the previous post we generated our sphere, and in this post we are going to turn our smooth sphere into a planet with terrain. I am going to assume you already have a basic understanding of how fractal terrain generation works on a square grid, but if not you should first read this …

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Feb 10 2013

Generating Planets – Part One – Theory


Over the last two days I have been working on some code to generate planets in MonoGame, the content of this post however is general enough to be transferred to any language you wish to use. When I first started investigating planet generation I hoped to be able to transfer the code I developed for …

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Aug 20 2011

XNA 4 Console Available!

My XNA 4 Console Developer console is now available for download! More details on its use here. The console focuses on allowing you to write to it, rather than sending input to it, but the latter may be added in time.

Aug 15 2011

XNA Developer Console

Today I have been working on a Dev Console, similar in function to the native Console class, except that it is inside the game instead of in cmd. I want to make the class completely self contained so it can be easily dropped into any project. Once complete, which shouldn’t take longer than another day, …

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Aug 14 2011

C# – Listing enumerations with their properties

A small supplementary post about how to list every element of an enumeration alongside a property derived from a method that uses the element. I encountered this problem when wanting to list the various biomes in my World Generation project alongside the color they were represented by on the terrain. The first step was to …

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