Porting Bunny Rocker from Panela Games to PloobsEngine
Posted by bruno.duartec in All Posts on 18 de maio de 2012
Here i am going to port the Bunny Rocker from Panela Games
This is a pretty simple tutorial as is the very first begining.
In PloobsEngine creating a mobile game, you can use silverlight to create your interfaces or even huds, which makes it much easier than position your assets in the code and you can enjoy of the state control from silverlight.
PloobsEngine Windows Phone 7 New Demos
Posted by tpastor in PloobsEngine, XNA on 7 de maio de 2012
Our Friend Fernando Figueira (Caverna) from Microsoft presented some demos of our Game Engine in Brazilian Finals of the Imagine Cup (Brasilia) and in Windows Phone Day (Curitiba - also Brazil).
The full Presentation in Portugese can be seen in the following link: http://www.microsoft.com/
The presented Demos Source Code can be downloaded here
We also have a small ppt talking about each demo here.
C# Artemis Entity System News
Posted by tpastor in All Posts, Divulgação, Portfolio on 2 de maio de 2012
In the last few days we (me and LinuxLich) implemented some cool new features in our C# version of Artemis.
Summarizing, Artemis is a high performance Entity System framework for games, originally written in Java by Arni Arent and Tiago Costa, now ported to C# by us.
Its goal is to provide a clean API to abstract your game world organization into entities, components and systems. Leia o resto desse post »
Gaussian Blur with Depth Preservation
Posted by tpastor in All Posts, Computacao Grafica, Portfolio, XNA on 21 de abril de 2012
This post will show a simple implementation of a gaussian blur effect with edge preservation.
Sometimes (like in fluid rendering) we need to perform a gaussian blur but we also need to still with edge preservation. The following code shows how to achieve this. Leia o resto desse post »
Setting View Matrix For CubeMap Rendering
Posted by tpastor in All Posts, Computacao Grafica, XNA on 7 de abril de 2012
Recently, some guys asked me how to set the view matrix to create dynamic CubeMaps of a scene (and eventually use it for things like dynamic Reflection or PointLight Shadow Generation).
We did not have this on PloobsEngine, so i decided to implement and then tell how do i achieved that.
The idea is actually very very simple, you just need to point your camera to the 6 “cube” orientations and render the scene then store the result in the cubemap +P. The only trick is to associate each cube face with the right View Matrix. Leia o resto desse post »
PloobsUpdater 1.0 Released
Posted by tpastor in All Posts, PloobsEngine, Releases, XNA on 30 de março de 2012
PloobsUpdater is a simple App that helps people Downloading new versions of PloobsEngine (Engine Dll, Demos, Documentation and Auxiliar Apps). It also notifies when new versions are avaliable.
Slides da Apresentação sobre Shaders no PiraGamedev
Segue Link para apresentação que fizemos no evento Pira Gamedev 2012 sobre Introdução à Shader e pipeline programável.
Slides sobre Game Engines
Posted by tpastor in All Posts, PloobsEngine on 11 de março de 2012
Há um tempo atrás nós fizemos duas breves apresentações introdutórias sobre Game Engines.
Seguem os Slides que utilizamos:
PloobsAndGameEngineFull.pptx (vários slides em hide)
Opentk – Extracting Data from VBO with granularity
Posted by tpastor in All Posts, Computacao Grafica on 1 de março de 2012
As the future of XNA is not so clear, i decided to invest a considerable time in the 3D port of Monogame. I joined the group and started to contribute with some code. My goal is to run PloobsEngine completely on Mono Platform (Windows + Linux + Mac + IOs + Android).
In this post (and i hope in lots of more) i will put some parts of the code (some done by my, and lots done by others) used in the project that could be usefull for everyone. Its is not going to a tutorial, it will be more a code snipped. Leia o resto desse post »
C# Wrapper for RVO2 3D (for Crowd Simulation) Released
Some time ago i was looking for a good crowd simulation api for C#, i found sharpsteer but it was not stable (in terms of simulation accuracy) enough for my needs. The only one i found was RVO (really good one =P) that is written in C++.
I ported the RVO 2D version for XNA (works on Windows Phone 7) and created a wrapper for the RVO3D and RVO2 2D using C++/CLI. Leia o resto desse post »









