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<?xml-stylesheet type="text/xsl" href="http://www.synapsegaming.com/utility/FeedStylesheets/atom.xsl" media="screen"?><feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en"><title type="html">Community Blogs</title><subtitle type="html" /><id>http://www.synapsegaming.com/blogs/community_blogs/atom.aspx</id><link rel="alternate" type="text/html" href="http://www.synapsegaming.com/blogs/community_blogs/default.aspx" /><link rel="self" type="application/atom+xml" href="http://www.synapsegaming.com/blogs/community_blogs/atom.aspx" /><generator uri="http://communityserver.org" version="4.1.31106.3070">Community Server</generator><updated>2012-05-21T18:26:25Z</updated><entry><title>Oculus Rift 3D stereoscopic rendering support in SunBurn is here!</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2013/03/18/oculus-rift-3d-stereoscopic-rendering-support-in-sunburn-is-here.aspx" /><id>/blogs/community_blogs/archive/2013/03/18/oculus-rift-3d-stereoscopic-rendering-support-in-sunburn-is-here.aspx</id><published>2013-03-19T05:16:24Z</published><updated>2013-03-19T05:16:24Z</updated><content type="html">&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;&lt;strong&gt;Get ready for Oculus Rift ready titles powered by SunBurn&lt;/strong&gt;&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;I finally received my OculusRift a few weeks ago and I&amp;#39;ve been doing a number of fun things with it!&lt;span style="mso-spacerun:yes;"&gt;&amp;nbsp; &lt;/span&gt;Lot&amp;#39;s of excitement is all over the web as people want to develop and experience new 3D games within the Oculus Rift.&lt;span style="mso-spacerun:yes;"&gt;&amp;nbsp; &lt;/span&gt;I&amp;#39;ve updated my Stereoscopic Renderer for full Oculus Rift rendering and I just added headtracking support (new video coming soon below).&lt;span style="mso-spacerun:yes;"&gt;&amp;nbsp; &lt;/span&gt;Check out the video for what it looks like and how to use it.&lt;span style="mso-spacerun:yes;"&gt;&amp;nbsp; &lt;/span&gt;If you need a refresher on how easy it is to get Stereoscopic support in SunBurn check out my blog post here: &lt;a target="_blank" href="http://www.synapsegaming.com/blogs/community_blogs/archive/2012/05/10/all-new-3d-stereoscopicrenderer-plugin-take-your-sunburn-games-into-the-next-dimension-with-full-stereoscopic-3d-support-in-less-than-5-lines-of-code.aspx"&gt;Stereo3D in SunBurn&lt;/a&gt; &lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;&lt;span style="font-weight:bold;"&gt;&amp;nbsp;(Please visit the site to view this media)&lt;/span&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;strong&gt;Start coding now:&lt;/strong&gt;&amp;nbsp; &lt;a target="_blank" href="http://www.synapsegaming.com/downloads/resource.aspx?guid=46f57a92-57b3-4e34-80e0-418d5cf737f3" title="StereoscopicRenderer"&gt;3D StereoscopicRenderer Plugin&lt;/a&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;&lt;span style="font-weight:bold;"&gt;Adding OculusRift support to your game is still under 5 lines of code!&lt;/span&gt;&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;If you have a shipping title and you&amp;#39;re interested in adding support, it should be easy.&lt;span style="mso-spacerun:yes;"&gt;&amp;nbsp; &lt;/span&gt;All the samples in SunBurn are super simple to add support just by following the instructions in the plugin.&lt;span style="mso-spacerun:yes;"&gt;&amp;nbsp; &lt;/span&gt;If you run into a snag, just post or even better - crack open the source and&lt;span style="mso-spacerun:yes;"&gt;&amp;nbsp; &lt;/span&gt;fix it!&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;&lt;span style="font-weight:bold;"&gt;How can you help? Refining the headtracking integration experience...&lt;/span&gt;&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;This plugin will handle all the heavy lifting for rendering to the Oculus Rift and getting all the headtracking data back from the sensors.&amp;nbsp; By default it will auto update the&amp;nbsp;stereo views&amp;nbsp;to match exactly what you&amp;#39;re looking at in the Rift.&amp;nbsp; However, creating a seamless experience with existing character controllers&amp;nbsp;will require you guys to think about the best way to do this.&amp;nbsp; For example,&amp;nbsp;&amp;quot;how&amp;nbsp;do the headtracking an mouse play nice together&amp;quot;.&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;&lt;span style="font-weight:bold;"&gt;And last but certainly not least Stereoscopic OculusRift support is incoming on SunBurn 2.1!&lt;/span&gt;&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;That&amp;#39;s right folks, C# Win8 Modern RT apps running in stereo mode with Oculus Rift support is right around the corner with the upcoming public 2.1 Early Adopter release.&lt;span style="mso-spacerun:yes;"&gt;&amp;nbsp; &lt;/span&gt;I&amp;#39;ll be releasing the plugin updates for the 2.1 EA program starting soon.&lt;span style="mso-spacerun:yes;"&gt;&amp;nbsp; &lt;/span&gt;Below is a pic of the stereo renderer running on my SurfaceRT.&lt;span style="mso-spacerun:yes;"&gt;&amp;nbsp; &lt;/span&gt;And for those of you wondering, there were almost no changes to my sources to make this happen, 2.1 really is that close to 2.0! ;)&lt;span style="font-weight:bold;"&gt; &lt;/span&gt;&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;&lt;span style="font-weight:bold;"&gt;&lt;a href="http://www.synapsegaming.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/community_5F00_blogs/WP_5F00_20130318_5F00_001.jpg"&gt;&lt;img src="http://www.synapsegaming.com/resized-image.ashx/__size/550x0/__key/CommunityServer.Blogs.Components.WeblogFiles/community_5F00_blogs/WP_5F00_20130318_5F00_001.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;&lt;span style="font-weight:bold;"&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-weight:bold;"&gt;&lt;/span&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style="font-size:11pt;font-family:Calibri;margin:0in;"&gt;&lt;span style="font-weight:bold;"&gt;&lt;/span&gt;&lt;/p&gt;
&lt;/p&gt;
&lt;p style="margin:0in;font-family:Calibri;"&gt;&lt;span style="font-size:small;"&gt;&lt;em&gt;Go forth and embrace the future of all things stereoscopic (and Oculus Rift) in SunBurn!&lt;/em&gt;&lt;span style="mso-spacerun:yes;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p style="margin:0in;font-family:Calibri;"&gt;&lt;span style="font-size:small;"&gt;&lt;span style="mso-spacerun:yes;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p style="margin:0in;font-family:Calibri;"&gt;&lt;span style="font-size:small;"&gt;&lt;span style="mso-spacerun:yes;"&gt;-Holophone3D&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=23048" width="1" height="1"&gt;</content><author><name>holophone3d</name><uri>http://www.synapsegaming.com/members/holophone3d/default.aspx</uri></author></entry><entry><title>New ShaderLib release with a new effect and bug fixes plus more!</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2013/01/22/new-shaderlib-release-with-a-new-effect-and-bug-fixes-plus-more.aspx" /><id>/blogs/community_blogs/archive/2013/01/22/new-shaderlib-release-with-a-new-effect-and-bug-fixes-plus-more.aspx</id><published>2013-01-22T21:03:07Z</published><updated>2013-01-22T21:03:07Z</updated><content type="html">&lt;p&gt;Hi everyone,&lt;/p&gt;
&lt;p&gt;I updated my ShaderLib plug-in with a new effect, VelocityBuffer Motion blur and fixed a few bugs too.&lt;/p&gt;
&lt;p&gt;I also put together a video tutorial on how to use the ShaderLib, you can look at it here:&amp;nbsp;https://www.vicogamestudio.com/projects/shader-library-menu&lt;/p&gt;
&lt;p&gt;And you may have seen my post in the forums but in case you didn&amp;#39;t I&amp;#39;ll say it here too. I started a development blog for the new game I&amp;#39;m working on. You can find it here:&amp;nbsp;https://www.vicogamestudio.com/development-blog&lt;/p&gt;
&lt;p&gt;Let me know what you guys think.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=22566" width="1" height="1"&gt;</content><author><name>NIZGTR</name><uri>http://www.synapsegaming.com/members/NIZGTR/default.aspx</uri></author></entry><entry><title>Preview of a new Post-Processor in VICO Game Studio ShaderLib</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/12/25/preview-of-a-new-post-processor-in-vico-game-studio-shaderlib.aspx" /><id>/blogs/community_blogs/archive/2012/12/25/preview-of-a-new-post-processor-in-vico-game-studio-shaderlib.aspx</id><published>2012-12-25T16:27:33Z</published><updated>2012-12-25T16:27:33Z</updated><content type="html">&lt;p&gt;First of all Merry Christmas to everyone here in the community especially the guys at Synapse Gaming.&lt;/p&gt;
&lt;p&gt;I have been working on a new implementation for a proper Motion Blur, one that accounts for object movement and not just camera movement (already in the ShaderLib).&lt;/p&gt;
&lt;p&gt;My implementation uses&amp;nbsp;dual or single&amp;nbsp;Velocity buffers, your choice, to&amp;nbsp;determine&amp;nbsp;each objects speed as well as the camera movement. Here is a little preview of it in action:&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.synapsegaming.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/community_5F00_blogs/VelocityBufferMotionBlurPreview.JPG"&gt;&lt;img src="http://www.synapsegaming.com/resized-image.ashx/__size/550x0/__key/CommunityServer.Blogs.Components.WeblogFiles/community_5F00_blogs/VelocityBufferMotionBlurPreview.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;In this shot the camera is standing still and the object is moving sideways from left to right.&lt;/p&gt;
&lt;p&gt;I hope to finish this up in the next week for all of you to try out.&lt;/p&gt;
&lt;p&gt;Thank you.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=22324" width="1" height="1"&gt;</content><author><name>NIZGTR</name><uri>http://www.synapsegaming.com/members/NIZGTR/default.aspx</uri></author></entry><entry><title>SunBurn &amp; HLSL Shaders</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/11/20/sunburn-amp-hlsl-shaders.aspx" /><id>/blogs/community_blogs/archive/2012/11/20/sunburn-amp-hlsl-shaders.aspx</id><published>2012-11-20T09:31:09Z</published><updated>2012-11-20T09:31:09Z</updated><content type="html">&lt;p&gt;In this chapter, I introduce HLSL Shaders in SunBurn, the basic framework of the shader and how to get in and start modifying the pixel shader function:&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://dsebj.evolvingsoftware.com/2012/11/20/sunburn-hlsl-shaders/"&gt;http://dsebj.evolvingsoftware.com/2012/11/20/sunburn-hlsl-shaders/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Cheers,&lt;br /&gt;Sebastian&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=22057" width="1" height="1"&gt;</content><author><name>EvolvingSoftware</name><uri>http://www.synapsegaming.com/members/EvolvingSoftware/default.aspx</uri></author></entry><entry><title>BEPU Physics Plugin - Character Controller &amp; FPS Camera Tutorial</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/11/13/bepu-physics-plugin-character-controller-amp-fps-camera-tutorial.aspx" /><id>/blogs/community_blogs/archive/2012/11/13/bepu-physics-plugin-character-controller-amp-fps-camera-tutorial.aspx</id><published>2012-11-12T19:17:44Z</published><updated>2012-11-12T19:17:44Z</updated><content type="html">&lt;p&gt;Continuing on in the BEPU Physics Plugin Tutorials, I&amp;#39;ve written up the following tutorial which introduces the BEPU Character Control, link it up to a controller and use an FPS perspective camera:&lt;/p&gt;
&lt;p&gt;&lt;a href="http://dsebj.evolvingsoftware.com/2012/11/12/bepu-plugin-character-control/"&gt;http://dsebj.evolvingsoftware.com/2012/11/12/bepu-plugin-character-control/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Feedback&amp;nbsp;welcome.&lt;/p&gt;
&lt;p&gt;Cheers,&lt;br /&gt;Sebastian&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=22007" width="1" height="1"&gt;</content><author><name>EvolvingSoftware</name><uri>http://www.synapsegaming.com/members/EvolvingSoftware/default.aspx</uri></author></entry><entry><title>Update to the ShaderLib by VICO Game Studio: Added FXAA</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/10/23/update-to-the-shaderlib-by-vico-game-studio-added-fxaa.aspx" /><id>/blogs/community_blogs/archive/2012/10/23/update-to-the-shaderlib-by-vico-game-studio-added-fxaa.aspx</id><published>2012-10-23T15:49:43Z</published><updated>2012-10-23T15:49:43Z</updated><content type="html">&lt;p&gt;Finally got the time to finish implementing FXAA into my ShaderLib, got a few requests for this one.&lt;/p&gt;
&lt;p&gt;Here&amp;#39;s a little comparison of no FXAA and with FXAA:&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.synapsegaming.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/community_5F00_blogs/FXAANo.JPG"&gt;&lt;img src="http://www.synapsegaming.com/resized-image.ashx/__size/550x0/__key/CommunityServer.Blogs.Components.WeblogFiles/community_5F00_blogs/FXAANo.JPG" border="0" alt="" /&gt;&lt;/a&gt;&amp;nbsp;&amp;nbsp; &lt;a href="http://www.synapsegaming.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/community_5F00_blogs/FXAAYes.JPG"&gt;&lt;img src="http://www.synapsegaming.com/resized-image.ashx/__size/550x0/__key/CommunityServer.Blogs.Components.WeblogFiles/community_5F00_blogs/FXAAYes.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Performance is very good, adds only 1ms to the rendering at 720p on the Xbox 360.&lt;/p&gt;
&lt;p&gt;Please post any questions, suggestions or comments.&lt;/p&gt;
&lt;p&gt;Update:&lt;/p&gt;
&lt;p&gt;I believe I forgot to set the FXAA defualts in the component, I&amp;#39;ll fix that asap. But in the mean time heres what they should be:&lt;/p&gt;
&lt;p&gt;Sub-pixel AA quality: .40&lt;/p&gt;
&lt;p&gt;Sub-pixel aliasing removal: .75&lt;/p&gt;
&lt;p&gt;Edge Threshold: .166&lt;/p&gt;
&lt;p&gt;Edge Sharpness: 8&lt;/p&gt;
&lt;p&gt;Console Edge Threshold: .125&lt;/p&gt;
&lt;p&gt;Update 2:&lt;/p&gt;
&lt;p&gt;Updated resource to automatically set the FXAA defualts in the component., Above is no longer needed but is there for referance.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=21663" width="1" height="1"&gt;</content><author><name>NIZGTR</name><uri>http://www.synapsegaming.com/members/NIZGTR/default.aspx</uri></author></entry><entry><title>BEPU Physics Plugin - Tutorial</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/10/14/bepu-plugin-tutorial.aspx" /><id>/blogs/community_blogs/archive/2012/10/14/bepu-plugin-tutorial.aspx</id><published>2012-10-14T10:20:16Z</published><updated>2012-10-14T10:20:16Z</updated><content type="html">&lt;p&gt;I&amp;#39;ve written up a tutorial, to walk through the process of swapping out the in built physics implementation and replacing it with CJ Bailey&amp;#39;s Plugin Implementation.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://dsebj.evolvingsoftware.com/2012/10/14/cj-baileys-of-greedy-goblin-software-ltd-bepu-plugin-1-0-18-3/"&gt;http://dsebj.evolvingsoftware.com/2012/10/14/cj-baileys-of-greedy-goblin-software-ltd-bepu-plugin-1-0-18-3/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Feedback and suggestions for topics, appreciated as always.&lt;/p&gt;
&lt;p&gt;Cheers,&lt;br /&gt;Sebastian&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=21608" width="1" height="1"&gt;</content><author><name>EvolvingSoftware</name><uri>http://www.synapsegaming.com/members/EvolvingSoftware/default.aspx</uri></author></entry><entry><title>BEPU Physics Plugin - Compound Bodies</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/10/02/bepu-physics-plugin-compound-bodies.aspx" /><id>/blogs/community_blogs/archive/2012/10/02/bepu-physics-plugin-compound-bodies.aspx</id><published>2012-10-02T14:05:01Z</published><updated>2012-10-02T14:05:01Z</updated><content type="html">&lt;p&gt;Greetings
fellow SunBurners!&lt;/p&gt;
&lt;p&gt;Some
of you may be aware of my BEPU Physics Plugin which I released just before SunBurn
was updated to incorporate improved physics.&lt;/p&gt;
&lt;p&gt;I had considered scrapping it to
be honest, since the updated SunBurn physics made it largely obsolete. &amp;nbsp;But after some thought and consideration I
decided that I like using components as a means of attaching physics bodies to
scene objects. &amp;nbsp;It may not be for everyone, but it kinda just makes sense
to me.&amp;nbsp; Plus I get to use cones,
cylinders, capsules and mobile convex meshes!&lt;/p&gt;
&lt;p&gt;So my BEPU plugin will live on
for now.... and with that I bring you... compound bodies!! &amp;nbsp;Ta-daaa!&lt;/p&gt;
&lt;p&gt;[UPDATE 26/10/2012] - &lt;a href="http://www.synapsegaming.com/downloads/resource.aspx?guid=bd689e3c-00d7-4b21-aad0-6a4e6f258210"&gt;Version 1.0.18.4&lt;/a&gt; now available&lt;/p&gt;
&lt;p&gt;I&amp;#39;ve just finished an update to my BEPU physics plugin which introduces a number of new features as well as bug fixes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;In-built character controller (can be used for player and NPCs)&lt;/li&gt;
&lt;li&gt;Improved debug drawer (uses instancing model drawer rather than brute force)&lt;/li&gt;
&lt;li&gt;Several bug fixes (thanks to DSebJ for helping me with testing... bugs can so easily be missed when doing everything yourself)&lt;/li&gt;
&lt;li&gt;Copy and Paste functionality for physics components.&lt;/li&gt;
&lt;li&gt;Improved compound body builder workflow.&lt;/li&gt;
&lt;li&gt;A fancy new UI&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;As I&amp;#39;ve just mentioned, the workflow for the compound body builder has been changed which is why I&amp;#39;ve deleted the previous content from this blog. &amp;nbsp;Instead, I now have a few tutorial videos:&lt;/p&gt;
&lt;h3&gt;&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;Using Convex Hulls&lt;/span&gt;&lt;/strong&gt;&lt;/h3&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;h3&gt;&lt;span style="text-decoration:underline;"&gt;Compound Body Builder Tutorial&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;And a new one for the vehicle plugin too...&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;And finally a &lt;strong&gt;MASSIVE&lt;/strong&gt;&amp;nbsp;thanks to DSebJ for his help with testing this latest release!&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=21479" width="1" height="1"&gt;</content><author><name>cjhazard</name><uri>http://www.synapsegaming.com/members/cjhazard/default.aspx</uri></author></entry><entry><title>IGF now officially hosted in github.com</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/09/24/igf-now-officially-hosted-in-github-com.aspx" /><id>/blogs/community_blogs/archive/2012/09/24/igf-now-officially-hosted-in-github-com.aspx</id><published>2012-09-24T12:59:46Z</published><updated>2012-09-24T12:59:46Z</updated><content type="html">&lt;p&gt;It&amp;rsquo;s been a long time since I had the opportunity or reason to post a new entry in this blog mainly because my son and current daily job don&amp;rsquo;t let me enought spare time to move on my side projects.&lt;/p&gt;
&lt;p&gt;Still, today, I received an email from Jeff (BinaryContruct) who have been using IGF intensivelly for his own game and thus improving the framework in many areas that were making sense for him. He gently already shared his work through patches on Codeplex but due to the lack of time on my side to apply them, he asked me if he or I could create a new repository on github.com to pursue on IGF&amp;rsquo;s development, bug fixing and improvement until I get more spare time.&lt;/p&gt;
&lt;p&gt;I therefore created a new open source repository on github.com (&lt;a href="http://github.com/Indiefreaks/igf/"&gt;&lt;span style="color:#f68a1f;"&gt;http://github.com/Indiefreaks/igf/&lt;/span&gt;&lt;/a&gt;) and moved there the latest commit you&amp;rsquo;ll find in Codeplex.com: the official IGF repository stands now on github.com.&lt;/p&gt;
&lt;p&gt;The main reason why I agreed with Jeff&amp;rsquo;s point is that git is first and foremost an amazing source control system and I love the way you can use either locally or remotelly easing most of the daily branching/merging and repository maintenance tasks.&lt;/p&gt;
&lt;p&gt;This is actually great news for IGF users as it&amp;rsquo;ll allow everybody to fork and push back their suggestions or bugfixes without having to wait for me to get back in the train &lt;img src="http://indiefreaks.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /&gt; &lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=21423" width="1" height="1"&gt;</content><author><name>amadrias</name><uri>http://www.synapsegaming.com/members/amadrias/default.aspx</uri></author></entry><entry><title>TDC BRAZIL 2012</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/07/12/tdc-brazil-2012.aspx" /><id>/blogs/community_blogs/archive/2012/07/12/tdc-brazil-2012.aspx</id><published>2012-07-12T22:21:02Z</published><updated>2012-07-12T22:21:02Z</updated><content type="html">Hello everybody. I was a speaker at the event TDC BRAZIL 2012, where I talk a little about how to develop games for Windows Phone with SunBurn. Below I leave some photos of the event. Thank you.&lt;br /&gt;
&lt;br /&gt;
More informations: &lt;a href="http://en.futurongame.com/"&gt;http://futurongame.com&lt;/a&gt;
&lt;br /&gt;&lt;br /&gt;

&lt;img alt="" src="http://futurongame.com/Images/3b.jpg" style="width:550px;height:440px;" /&gt;&amp;nbsp;&lt;br /&gt;
Persio Flexa showing Futuron being edited in SunBurn game editor.&lt;br /&gt;
&lt;br /&gt;
&lt;img alt="" src="http://futurongame.com//Images/24_thumb.jpg" style="width:550px;height:438px;" /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img alt="" src="http://futurongame.com//Images/WP_001224.jpg" style="width:550px;height:415px;" /&gt;&lt;br /&gt;
Speakers TDC - Several tracks of content simultaneously.&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=20318" width="1" height="1"&gt;</content><author><name>p.flexa</name><uri>http://www.synapsegaming.com/members/p.flexa/default.aspx</uri></author></entry><entry><title>Brain 2 Version 0.12 -&gt; Now with Depth of Field and Stereoscopy!</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/07/08/brain-2-version-0-12-gt-now-with-depth-of-field-and-stereoscopy.aspx" /><id>/blogs/community_blogs/archive/2012/07/08/brain-2-version-0-12-gt-now-with-depth-of-field-and-stereoscopy.aspx</id><published>2012-07-08T02:08:43Z</published><updated>2012-07-08T02:08:43Z</updated><content type="html">&lt;p&gt;&lt;img style="max-width:550px;border:0;" width="300" src="http://largaming.com/brain/logo.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;
&lt;p&gt;Download link:&amp;nbsp;&lt;a href="http://brain2.codeplex.com/"&gt;http://brain2.codeplex.com/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;(Direct Link -&amp;gt;&amp;nbsp;
&lt;a href="http://brain2.codeplex.com/releases/view/90773"&gt;http://brain2.codeplex.com/releases/view/90773&lt;/a&gt;&amp;nbsp;&amp;nbsp;)&lt;/p&gt;
&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;What changed (from 0.11)?&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;-&amp;gt; Stereoscopic Rendering, both 2D and 3D. 3D Works perfectly until now, tested with my new 3D monitor and the effect is great. No Anaglyph Red/Cyan will be used, because they destroy the colors of a image, and for me quality is a better point than anaglyph.&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; Supported Stereoscopic Types: LeftRight / TopBottom. It&amp;#39;s possible to invert the Images.&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; ISteresocopicManager was created. The default manager for that interface is DefaultStereocospicManager for the Default Rendering(2D or 3D), and SunBurnStereoscopicManager for for SunBurn Rendering in 3D. Currently, the SunBurn one won&amp;#39;t work with 2D Stereoscopic.&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; 2D Stereoscopic works but don&amp;#39;t works. I&amp;#39;m not quite sure how to render more outside/inside the tv on 2D, I understand the concepts in 3D but not in 2D. Though, the effect works. To use it, set the StereoOffset on the Sprite.&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; Camera System : Now Cameras got more interfaces, like the Target and Up.&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; Xbox 360 and Windows Phone 7 libraries updated. Still, it won&amp;#39;t load any skinned/avatar animations, because the key is wrong(look for it on the Assembly Util if you really need it).&amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; LOTS of improvements to the Editor. Still not usable, but soon it will be.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; On Demos and SunBurn Demos:&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; If you press F2 you will turn on Stereoscopic Manager. If you press F1 you can swithc the order of the frames.&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; Made the Sprites Samples go faster(I dont think anyone waited 700 frames for it to end)&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; On Sample Game&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; Now the Weapon gets out of depth when you zoom, just like in Call of Duty games. This made using the Depth of Field Post Processor.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; SunBurn Specific&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; Depth of Field : Now you can use a Depth of Field effect with SunBurn.&lt;/span&gt;&lt;br /&gt;&lt;span&gt;-&amp;gt; Gaussian Blur : Blurs a RenderTarget. Should work without SunBurn, but it&amp;#39;s specific for the DOF Processor on SunBurn.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;-&amp;gt; Rewritten the Skinning System. Works way better now, with a lot of improvements.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;-&amp;gt; New Samples&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;-&amp;gt; Several improvements to the Shooter Library&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;That&amp;#39;s it =) .&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=20258" width="1" height="1"&gt;</content><author><name>lareusoular</name><uri>http://www.synapsegaming.com/members/lareusoular/default.aspx</uri></author></entry><entry><title>Update for the ShaderLib from VICO Game Studio</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/06/13/update-for-the-shaderlib-from-vico-game-studio.aspx" /><id>/blogs/community_blogs/archive/2012/06/13/update-for-the-shaderlib-from-vico-game-studio.aspx</id><published>2012-06-13T20:26:49Z</published><updated>2012-06-13T20:26:49Z</updated><content type="html">&lt;p&gt;Finally found a bit of time to update and fix some bugs for my Shader Library.&lt;/p&gt;
&lt;p&gt;No new effects just yet but I do have FXAA, God Rays and Gamma post processors in the works.&lt;/p&gt;
&lt;p&gt;Please test out this release and let me know what you think or any bugs you may find. As well as any recommendations.&lt;/p&gt;
&lt;p&gt;Thank you.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=19981" width="1" height="1"&gt;</content><author><name>NIZGTR</name><uri>http://www.synapsegaming.com/members/NIZGTR/default.aspx</uri></author></entry><entry><title>Brain 2 Version 0.11 and a Series of Tutorials!</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/06/07/brain-2-version-0-11-and-a-series-of-tutorials.aspx" /><id>/blogs/community_blogs/archive/2012/06/07/brain-2-version-0-11-and-a-series-of-tutorials.aspx</id><published>2012-06-07T05:27:37Z</published><updated>2012-06-07T05:27:37Z</updated><content type="html">&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:550px;border:0;" border="0" src="http://largaming.com/brain/logo.png" width="300" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Download link:&amp;nbsp;&lt;a href="http://brain2.codeplex.com/"&gt;http://brain2.codeplex.com/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;(Direct Link -&amp;gt; &amp;nbsp;&lt;a href="http://brain2.codeplex.com/releases/view/89105"&gt;http://brain2.codeplex.com/releases/view/89105&lt;/a&gt;&amp;nbsp;)&lt;/p&gt;
&lt;p&gt;New Version of Brain 2, 0.11, which includes several news:&lt;/p&gt;
&lt;p&gt;-&amp;gt; Kinect Functions. Currently, you can get the Color, Depth and Skeleton Buffers from the Kinnect, and show them on-screen. Face Recognition is in test stage, and doesn&amp;#39;t work as it should right now.&lt;/p&gt;
&lt;p&gt;-&amp;gt; Re-named every folder on Brain 2 project&amp;#39;s folder, making the projects easier to find. I follow this system:&lt;/p&gt;
&lt;p&gt;At the start of the name, I put a key:&lt;/p&gt;
&lt;p&gt;Brain 2 -&amp;gt; If it&amp;#39;s a main Brain 2 project(the projects &amp;#39;needed&amp;#39; for making the Engine work)&lt;br /&gt;Extern -&amp;gt; A project that encapsulates an External library, like the BEPU and SunBurn&lt;br /&gt;Helper -&amp;gt; A project made only to work with Brain, but is not entirely connected to the Engine. For example, the Shooter System.&lt;br /&gt;Sample -&amp;gt; A Sample&lt;br /&gt;Tools -&amp;gt; A Windows Forms game Tool(might be console too)&lt;br /&gt;[Platform] [Name] -&amp;gt; Especific for a platform, like &amp;quot;Windows Helper - Kinect&amp;quot;&lt;/p&gt;
&lt;p&gt;-&amp;gt; Added an SSAO Post Processor, took here from the website, made by&amp;nbsp;&lt;span&gt;Filip&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;-&amp;gt; Included the Language Manages, as well as the Language Editor(will update a tutorial soon this week)&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;-&amp;gt; Now WorldObjects and Sprites are animateable&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;-&amp;gt; The Model Exporter is on it&amp;#39;s way but still not working =(&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;Links to the Tutorials:&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=IiZ6g8eTMNI&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=kkf7-G5H3Ks&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=-tPQFS3uyMw&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=OXcge74wypY&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=MUjO8XiPctY&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=TT54MmyCa4o&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=lmng2Scxh1w&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=lmng2Scxh1w&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=37m7iWMGNWM&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=FF_RYqksAD0&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=eiWtUYfwiw8&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=A32Y6uihyeg&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;SunBurn specific tutorial:&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;This is it! If you want to help in the project, by doing anything, just say the word, and you can be added to my contributors list on Codeplex =).&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=19870" width="1" height="1"&gt;</content><author><name>lareusoular</name><uri>http://www.synapsegaming.com/members/lareusoular/default.aspx</uri></author></entry><entry><title>IGF got Coding4Fun notice ;)</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/05/25/igf-got-coding4fun-notice.aspx" /><id>/blogs/community_blogs/archive/2012/05/25/igf-got-coding4fun-notice.aspx</id><published>2012-05-24T23:39:15Z</published><updated>2012-05-24T23:39:15Z</updated><content type="html">&lt;p&gt;&lt;a target="_blank" href="http://coolthingoftheday.blogspot.fr/"&gt;&lt;span style="color:#f68a1f;"&gt;Greg Duncan&lt;/span&gt;&lt;/a&gt;, a Channel9 member, wrote an &lt;a target="_blank" href="http://channel9.msdn.com/coding4fun/blog/Welcome-to-the-IGF-Indiefreaks-Game-Framework"&gt;&lt;span style="color:#f68a1f;"&gt;article about IGF on Coding4Fun&lt;/span&gt;&lt;/a&gt;! :)&lt;/p&gt;
&lt;div class="wp-caption aligncenter" id="attachment_1100" style="width:310px;"&gt;&lt;a href="http://indiefreaks.com/wp-content/uploads/2012/05/Capture.jpg" class="fancybox"&gt;&lt;img height="200" width="300" src="http://indiefreaks.com/wp-content/uploads/2012/05/Capture-300x200.jpg" alt="IGF Article on Coding4Fun" title="IGF Article on Coding4Fun" class="size-medium wp-image-1100" /&gt;&lt;/a&gt;
&lt;p class="wp-caption-text"&gt;IGF Article on Coding4Fun&lt;/p&gt;
&lt;/div&gt;
&lt;p&gt;Can you imagine how proud I could get with it?&amp;hellip; I mean, a one year one man only open source project for a niche market which is C# xna game developers who acquired a SunBurn engine license got an article in a website with a such visibility&amp;hellip;&lt;/p&gt;
&lt;p&gt;Awesome!&lt;/p&gt;
&lt;p&gt;Hope it get even more game developers in this wonderful environment mix of C# / Xna / SunBurn &amp;amp; IGF ;)&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=19565" width="1" height="1"&gt;</content><author><name>amadrias</name><uri>http://www.synapsegaming.com/members/amadrias/default.aspx</uri></author></entry><entry><title>Brain 2 - Now Open Source!</title><link rel="alternate" type="text/html" href="/blogs/community_blogs/archive/2012/05/21/brain-2-now-open-source.aspx" /><id>/blogs/community_blogs/archive/2012/05/21/brain-2-now-open-source.aspx</id><published>2012-05-21T20:26:25Z</published><updated>2012-05-21T20:26:25Z</updated><content type="html">&lt;p&gt;&lt;img style="max-width:550px;border:0;" width="300" src="http://largaming.com/brain/logo.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Brain 2 is now finally Open-Source!&lt;/p&gt;
&lt;p&gt;Download link:&amp;nbsp;&lt;a href="http://brain2.codeplex.com/"&gt;&lt;strong&gt;http://brain2.codeplex.com/&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What is Brain 2? &lt;/strong&gt;Brain 2 is a Game Engine, that combined with SunBurn can do awesome stuff!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;How can I use Brain 2 with SunBurn? &lt;/strong&gt;Just download the latest Source from the Codeplex source control!(or just go to the Download section, and download the v0.1 release, it&amp;#39;s the newest). All SunBurn Integration projects are inside the Brain 2&amp;#39;s solution.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Is there any info/doc about it? &lt;/strong&gt;I&amp;#39;m working on a documentation for the Engine, and on some tutorials for YouTube. The first thing you &amp;#39;d want to do before downloading Brain 2 is to install this complement:&amp;nbsp;&lt;span&gt;http://visualstudiogallery.msdn.microsoft.com/2d81fec6-71f3-4fa5-87b4-c2aa18e42f92/ . It&amp;#39;s called &amp;quot;Collapse Solution&amp;quot;. Brain 2&amp;#39; solution has over 52 projects, and has more to come(o__O yes, I know, it&amp;#39;s too much).&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Look at some screenshots took from the SunBurn samples*:&lt;/p&gt;
&lt;p&gt;* -&amp;gt; If the Engine&amp;#39;s Instance OnDevelopment Property is true, you can press F5 and take screenshots anywhere. SunBurn is compatible with this, and all the screenshots below were taken using this method =)&lt;/p&gt;
&lt;p&gt;&lt;img src="http://largaming.com/brain/screenshot1.png" border="0" style="max-width:300px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;img src="http://largaming.com/brain/screenshot0.png" border="0" style="max-width:300px;" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;img src="http://largaming.com/brain/screenshot2.png" border="0" style="max-width:300px;" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;b&gt;What are the next things to be added to the Engine?&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;-&amp;gt; FPS System(First Person Shooter) &lt;/b&gt;= The Engine already have a library called &amp;quot;Brain 2 FPS&amp;quot; which contains useful stuff to combine BEPU and Brain 2, making it easy to make an FPS game. It&amp;#39;s not finished yet, and will be combined with Brain 2&amp;#39;s Bullet System(not sure if they are going to stay on the same library, because non-FPS games can still use the Bullet System for other stuff)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;-&amp;gt; Visual Scripting &lt;/b&gt;= The Visual Scripting and the VS Editor are already started and &amp;#39;working&amp;#39;. Soon it will be really useful for public.&lt;/p&gt;
&lt;p&gt;-&amp;gt; &lt;b&gt;Scripting &lt;/b&gt;= Not even started yet, but it&amp;#39;s on my list.&lt;/p&gt;
&lt;p&gt;-&amp;gt; &lt;b&gt;RPG System = &lt;/b&gt;A System to make RPG games without the need to code, only the Editor (just like the FPS system, but you can use it without coding/with coding, it&amp;#39;s your choice).&lt;/p&gt;
&lt;p&gt;-&amp;gt; &lt;b&gt;Model Exporter = &lt;/b&gt;Model Exporter made to WORK with SunBurn and Brain. Not working yet, but the final idea is to make an exporter that can export/import even the &amp;quot;devil&amp;#39;s mesh&amp;quot; with animation and hell on board(YES, I hate DirectX and FBX formats).&lt;/p&gt;
&lt;p&gt;&lt;b&gt;-&amp;gt; Mannny more&lt;/b&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=19521" width="1" height="1"&gt;</content><author><name>lareusoular</name><uri>http://www.synapsegaming.com/members/lareusoular/default.aspx</uri></author></entry></feed>