XNA QuickStart Engine, C#, XNA 2.0 |
XNA QuickStart Engine
The QuickStart Engine is a 3D Game Engine for XNA and C#. It is compatible with both Windows and the XBox360. I started the QuickStart Engine in August 2007, and made it an open source project in October 2007. Since then it has grown quite a bit. The original engine I made myself goes up to v0.182b, and version after that is a completely revamped engine created by myself and a few others.
For full feature list, information, and screenshots, click here....
3D Radar Sample, C#, XNA 2.0 |
3D Radar Sample
This sample shows how to easily integrate a 3D Radar using 2D HUD into your 3D game. Most of this sample's code is simply creating the 3D environment, the Radar component itself is fairly simple and small.
Features:
- Customizable 3D Radar HUD lets you choose where to place the HUD, how big to make it, the range of the Radar and more.
- Radar blips scale, they are larger when the enemy is higher in elevation than the player, and are smaller when the enemy is lower.
- Random movement and position of "enemies".
- Simple player movement.
2D Radar Sample, C#, XNA 2.0 |
2D Radar Sample
Simple 2D Program that shows how you can quickly get a basic 2D Radar HUD running in your 2D XNA Game.
Features:
- Customizable 2D Radar HUD lets you choose where to place the HUD, how big to make it, the range of the Radar and more.
- Random movement and position of "enemies".
- Simple player movement.
Normal mapping sample, 08-28-2007, v0.21, C#, XNA 1.0r |
Normal Mapping Sample
This is just a simple sample I setup while I was learning normal mapping, and thought I'd share it for anyone that would like to learn from it. For any details on the program there is a ReadMe.txt included in the download. Enjoy.
Simple Physics Sample v0.12, 09-04-2007 C#, XNA 1.0r |
This example is just some simple physics tests I threw together in a few hours. It is just a small sample to get some beginners going with simple physics in their game. Hopefully this demo is simple enough that beginners will not only be able to easily integrate it, but understand the physics. A physics engine is huge, with the true math buried deep within, this program uses one simple physics class that is easy to understand.
What it has:
- Newtonian Gravity
- Directional Wind, Wind Speed, Wind Resistance
- Air viscosity
- Friction
- Heightmap Collision
- Elasticity, bouncing
- Has some non-physics stuff as well, like multi-textured, quad-mapped terrain, with built-in viewing culling.
Features added in most recent update (v0.12):
- Collision between object types (currently only set for bounding spheres).
- Momentum transfer between spheres, simple rigid body physics.
What it is lacking:
- Rotation change on collisions (angular velocity)
- Proper rolling on terrain. Spheres stop rolling much too easily.
- No collision culling algorithm yet implemented. This means every entity is checked against all others every loop. I do have a simple all-pairs algorithm so that entities are not checked more than once against others.
- All kinds of fun stuff you'd find in a true physics engine.
Older versions:
I will continue to keep the olders versions on here; beginners may have an easier time with the more basic original versions. As the physics version gets higher there will be more to understand, and it is always important to have something easy for beginners to start with and integrate.
Original Version - v0.1 (08-30-2007), 6.01mb, binary included
2nd release - v0.11 (09-01-2007) 3.02mb, no executable
Note: I may continue to enhance this sample, but this is a good starting off point. Have fun.
Extra: Sticky Spheres
This is a little side-effect I ran into while creating the physics sample. The result of not separating the entities by a minimum distance is that they stick together. It actually creating some interesting effects, like having the spheres chain together. Or causing them to orbit each other, or rotate around another one.