Tag Archives: XNA

Keeping with the 4-6 week release cadence, Version 0.8.4 is out now with some pretty large changes to some noticable and not so noticable parts of the game. The bulk of changes and work is mostly under the…

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Version 0.8.3 is out now with Improved Visuals, 50% Faster Loading Times, and a number of Editor & Gameplay tweaks! Visuals Skyboxes now have selectable cube maps for each planet and level theme along with improved…

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Screen Space Reflections are used in every engine these days. Games from The Witcher 3 to Fortnite all employ this effect, so it was natural that I wanted it in Vertices. While I came across a…

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Streamlining our Content Generation for Track meshes and World Items.

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Once I had the core mechanic of Metric Racer down, I tried a number of ways to increase perceived speed to make it seem that the player was moving faster than they actually were in the…

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Selective Bloom, Emissive Glow, Fake HDR, there’s a number of ways to call this, but with Metric Racer being a scifi racing game, there was a need to make it look, well, scifi-ish. What that meant…

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Recently we heavily improved on our 3D Gizmo in the Vertices Engine and it’s in game editor. Initially it only allowed for 3D Translations, but with Metric Racer become more advanced in development, it became apparent we…

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If a tree falls in the woods, but there’s no Camera Frustums around to see it, does it still get rendered?
Check out through the link how we implement Camera Frustum Culling to optimise 3D scenes within the #VerticesEngine.

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Getting AI’s Running in Metric Racer. RT gives a quick snap shot of all of it over at his dev blog.

This week I’ve posted about the experience of porting over from XNA under Windows too MonoGame under both Windows and Linux within a 2D Game. Porting 2D Game Play I’m working on two games at the…

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