Tag Archive: XNA

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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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

traversinganicosahedron

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

ComplexRandomPlanet

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

icosahedron

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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May 23 2011

A Marching Cubes Voxel Renderer

I created this a few weeks ago, when experimenting with the technology to use for my new project, although I eventually decided against it, for reasons I will detail below. It is a voxel renderer, which essentially means it creates a environment from a 3 dimensional grid of density values, it does so using a …

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May 23 2011

World, Hello!

Welcome to Strikelimit! This is the second third, incarnation of this site, its second incarnation in WordPress powered blog form. If for some reason you happened to chance upon this blog before, you will notice that, for now, I am using the same theme, but the tag line has changed – to nothing, this is …

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