Community Blogs

  • Chase Camera Tutorial for SunBurn

    I've written another tutorial in the series of getting started with SunBurn tutorials. This time taking the quite simple concept of the Camera and the view matrix to explore some more 3D maths and walk through how to get a simple Chase Camera with...
    Published 01-02-2012 3:20 PM by DSebJ
  • Normal Map Plugin

    As you might have noticed I was working on a plugin for the sunburn editor, which uses the diffuse map of a material to generate a normal map. Today I published the first version of the plugin, you can download it here . Furthermore here is a video of...
  • IGF v0.9.1.0 released!

    Here is another quite heavy IGF release [Edit: IGF v0.9.1.0 is now available!] I managed to get SunBurn 2.0.17.6 fully implemented for all platforms and I must thank SynapseGaming for letting some of us getting access to a pre-release version which helped...
  • Introducing Brain Engine

    Release Date: 12/01/2011 Brain - Highlights What is Brain? Brain is a Free(not open-source) Engine focused on making development of games and Windows app quick and easy. What are this Release Contents? The above Release comes with: - Demo: All the 2D...
    Published 12-01-2011 1:58 PM by Lucas
  • Sunburn Post-Processing Library Community Resource Preview

    I want to preview some new progress on the library which will soon be availible as a Community Resource for Sunburn users. The library will use a single SceneEntity called VICOGSPostProcessorsEntity. It will serve as the manager of its components which...
    Published 10-25-2011 12:50 AM by UjenT
  • Ace on Steroids: Learn IGF & SunBurn as I progress

    Now that IGF v0.8.0.0 is released , I can focus part of my spare time onto providing developers with some tutorials on how to use the framework. Before IGF was hosted on Codeplex.com, I used to develop one sample per IGF feature and bundle them in one...
  • IGF v0.8.0.0 release

    Well, I’ve been very busy lately with many personal stuff and therefore couldn’t move as fast as I would have liked on IGF. Still, here it is: IGF v0.8.0.0 has just been delivered on Codeplex! Pick what you want! The content of the release...
  • Building a BEPU Physics Manager for SunBurn

    Building a BEPU Physics Manager for SunBurn Source Code [Updated on 15/10/2011 for BEPU Physics v1.0 and addition of "IsDynamic" checkbox which toggles the physics entity between being dynamic and kinematic] SunBurnBepuPhysicsManager.zip Hi...
  • Indiefreaks Game Framework v0.7.0.0 released on Codeplex.com

    [Cross posting from http://indiefreaks.com ] Wow! Another huge release for me and the Indiefreaks Game Framework First, because of its content: IGF v0.7.0.0 comes with 3 new features that on their own generated a bunch of work. Mercury Particle Engine...
  • A Child Component

    The next blog post in the series introduces the concept of calculating offsets in world space and converting those to an objects local space; using an example of building a child component. http://dsebj.evolvingsoftware.com/?p=228 Feedback welcome as...
    Published 08-20-2011 12:51 AM by DSebJ
  • A Few Post-Processing Effects for SunBurn

    I have been hard at work on my new game, a few weeks ago I started work on some Post-Processing effects. The Effects I have worked on are: Radial Blur, Camera Motion Blur (used in Crysis), Depth of Field (I made two kinds, a cinematic type and a gameplay...
    Published 08-02-2011 9:18 AM by UjenT
  • 3DS Max Connection -> Improved!

    I guess some people may remember my last article, about the 3DS Max Connection. Now, it got better! Here's a video: Basically, I discovered that 3DS Max 2012 supports .NET 4.0. Voi'la! DotNet4.0 is the one that XNA uses, soooo, I can fully integrate...
    Published 07-30-2011 5:21 PM by Lucas
  • IGF v0.6.0.0: Give a Brain to your games!

    Finally, I’m pleased to announce the official availability of the Indiefreaks Game Framework v0.6.0.0. It asked me a bit more time to complete because I had to make a high number of tests so that the new features would fit properly with the Logic...
  • The future of IGF...

    Yesterday, I decided to make a pause in my development tasks on IGF v0.6 (I needed to change my mind a little bit) and I sat back to have a look where I arrived and where I was going with the framework. This came after learning that the first game using...
  • IGF v0.5.0.0 just released!

    And here it is! The Indiefreaks Game Framework reaches its v0.5.0.0 which is mentally an important milestone: halfway to v1.0 As promised, you’ll get access to the work I’ve done on the GUI and Menu systems. A new sample to illustrate how...
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