The file order has been updated. Thank you for your feedback
The file order has been updated. Thank you for your feedback
My pleasure! I am glad to see others finding use of the content offered for free courtesy of 3DBUZZ
3D Buzz was a company dedicated to providing the world with quality technical education over 3D animation, programming, game design, and much more. As a parting gift due to the death from cancer of one of the principal partners, Jason Busby, 3D Buzz has made all of their courses available for FREE.
3D Buzz Archive: Archive.org
You can also find the source code to the Persian Engine here on github: Github.com
See more information about this open-source sample on my blog: Jordonmd.blogspot.com
FX Composer is no longer in active development and will not receive any further updates. Version 2.5 is the final release of this product. I mainly use it for my XNA and MonoGame projects. FX Composer (similar to ATI's RenderMonkey) is completely free. It provides a visual development environment for creating shaders. You can use these shaders in XNA, but the transfer is not automatic. In XNA, you'll need to set the program constants that are used by your shaders. And add code to handle things like rendering multiple passes or rendering to textures and using those textures for something else. You'll basically need to write your XNA program to behave like composer. You can also refer to NVIDIA Nsight Visual Studio Edition for your shader debugging/profiling/authoring needs: Developer.nvidia.com
Check out Catalin Zima's review on FX Composer on his blog here: Catalinzima.com
You can download FX Composer for Windows 10 here as well: 10appstore.net
FX Composer FAQ: Nvidia.com
Another Tutorial: Blog.csdn.net
Visit my blog post here to find further information on how to get XNA 3.1, 4.0 and 4.0 Refresh successfully running on Windows 10: Jordonmd.blogspot.com
You can see more about the engine is this article here: Moddb.com
Check out Greg Duncan's Farseer Physics Tutorial at Coding4Fun here: Channel9.msdn.com
Box2D.XNA is a C#/XNA port of Box2D (https://github.com/erincatto/Box2D)
I have updated this download with both the XNA and MonoGame versions of BEPU Physics. Enjoy! :-D
Check out this excellent video tutorial by Matt Davey going over the basic steps of setting up and using Mercury Particle Engine in an XNA game project. Link: Youtu.be
To see the Mercury Particle Engine in action, check out this demo: Youtu.be
See this How to Mercury Particle Engine tutorial by Riku Koskinen: Xnacoding.blogspot.com
Check out this post by Richard Reddy on how to get Mercury Particle Engine working in XNA 4.0: Reddybrek.com
You can find further documentation here on how to install XNA 4.0 under Visual Studio 2017: Jordonmd.blogspot.com
The TechCraft team has a few demos of the engine as they develop found here: Youtube.com
BamYazi also has a video of the experimental WP7 version here: Youtu.be
Also, check out my work with BEPU Physics here: Jordonmd.blogspot.com
For discussions about BEPU Physics, please head to the BEPUphysics forums at: Forum.bepuentertainment.com
For version 2 of the BEPU Physics library, head over to Github.com
Roadmap: Github.com
Questions & Answers: Github.com
Stability Tips: Github.com
Performance Tips: Github.com
Packaging & Versioning: Github.com
Whoa! This looks amazing! Great work; this looks astonishing. Your hours of tinkering have not gone to waste and I look forward to seeing more progress to come and lastly; playing the game. The lighting and texture work is very impressive. Keep it up! :-D
Hello Brian, thank you for messaging me. First I'd like to say my apologies for replying back so late. At the moment, Steel Cyclone Studios is not looking for voiceover work; however we will need help with it once our game projects are further complete. Once my game reaches completion, I will be looking for people to help with voiceovers. I will save you in Steel Cyclone Studios' Contacts. Again, thank you and hopefully we can work together in the near future.
Jordon
MonoGame is now compatible with Nintendo Switch!! First titles will be Tower Fall and Stardew Valley with multi-player!!
The date was not updated in the following screenshot. The character marine model in this screenshot above was created by Carlos Augusto of Floatbox Studios. It was originally used for a demo at the SBGames 2007 Independent Games Festival under the XNA category and contributed to coming in third place. It was used for the book published in 2008 "Beginning XNA 2.0 Game Programming". This screenshot is for demonstration purposes to illustrate armor customization with models I created that are attached to the character. A glow effect was added to the blue areas of the armor.
The date was not updated in the following screenshot. The character marine model in this screenshot above was created by Carlos Augusto of Floatbox Studios. It was originally used for a demo at the SBGames 2007 Independent Games Festival under the XNA category and contributed to coming in third place. It was used for the book published in 2008 "Beginning XNA 2.0 Game Programming". This screenshot is for demonstration purposes to illustrate armor customization with models I created that are attached to the character. A glow effect was added to the blue areas of the armor.
The date was not updated in the following screenshot. The character marine model in this screenshot above was created by Carlos Augusto of Floatbox Studios. It was originally used for a demo at the SBGames 2007 Independent Games Festival under the XNA category and contributed to coming in third place. It was used for the book published in 2008 "Beginning XNA 2.0 Game Programming". This screenshot is for demonstration purposes to illustrate armor customization with models I created that are attached to the character. A glow effect was added to the blue areas of the armor.
The date was not updated in the following screenshot. The character marine model in this screenshot above was created by Carlos Augusto of Floatbox Studios. It was originally used for a demo at the SBGames 2007 Independent Games Festival under the XNA category and contributed to coming in third place. It was used for the book published in 2008 "Beginning XNA 2.0 Game Programming". This screenshot is for demonstration purposes to illustrate armor customization with models I created that are attached to the character. A glow effect was added to the blue areas of the armor.
The date was not updated in the following screenshot. The character marine model in this screenshot above was created by Carlos Augusto of Floatbox Studios. It was originally used for a demo at the SBGames 2007 Independent Games Festival under the XNA category and contributed to coming in third place. It was used for the book published in 2008 "Beginning XNA 2.0 Game Programming". This screenshot is for demonstration purposes to illustrate armor customization with models I created that are attached to the character. A glow effect was added to the blue areas of the armor.
The date was not updated in the following screenshot. The character marine model in this screenshot above was created by Carlos Augusto of Floatbox Studios. It was originally used for a demo at the SBGames 2007 Independent Games Festival under the XNA category and contributed to coming in third place. It was used for the book published in 2008 "Beginning XNA 2.0 Game Programming". This screenshot is for demonstration purposes to illustrate armor customization with models I created that are attached to the character. A glow effect was added to the blue areas of the armor.
All of the trees and vegetation looks great! Love the lighting
Jdawgg25
Jordon joined
Jordon McClain is the Founder and CEO of a small indie game company called Steel Cyclone Studios. While working full-time to support himself, Jordon is a self-taught Game Artist, Designer and Developer in his spare time. Jordon is creating several video games built upon his in-house engine known as the Cyclone Game Engine. The Cyclone Game Engine is a 2D/ 3D game engine built upon MonoGame and the XNA Framework to help make it easier and save time creating games. The game engine is not perfect by any means. The game engine is still in its infancy stages of development which is why its not available yet to the community. The Cyclone Game Engine is primarily built to serve the needs of Steel Cyclone Studios' game projects. Once it is further developed, Jordon plans on releasing it. Jordon's ultimate aim is to make it into the video game industry and join the greats of game designers. In the meantime, Jordon is trying to hone his skills and learn as much as possible.