Rabid Lion Games

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  Last time we figured out how to use our occlusion map to generate a light map for a point light in our scene. Had we altered the XNA rendering code to show us what a typical light map generated looks like, we would have seen something like this: If you click on it to […]

  In the last part of the series we saw how to ‘unwrap’ the rays of a point light onto a texture. In Part 3 we saw how to use blend states to collapse these unwrapped rays into an occlusion map, a 1D texture holding the distance of the closest shadow casting pixel to the […]

    In the last part of this series we outlined the algorithm that our lighting system will be using, as well as writing some of the code for our Light Renderer class. If you haven’t already done you’ll need to go back and work through that part, otherwise I’m afraid this tutorial won’t make […]

  Welcome to the third instalment of this series. In the last part we explained how we will be using light maps to light our scene. In this part we will be talking about the algorithm we will be using to generate these light maps each frame. This algorithm will not only deal with lighting […]

  First up, apologies to everyone who’s had to wait a little while for this second part of the series. I wanted to make sure that the series was as accessible to everyone as possible, even if they’ve never written a shader before, and so I’ve ended up going into rather more depth than I […]

  2D Lighting System tutorial series Welcome to the first in a series of blog posts that are going to walk you through the creation of a fully featured 2d lighting system to use in you games. The system focuses on creating soft lighting and shadows that can be cast by any arbitrary sprite in […]


December 17th, 2011

Well, what a surprise! Yet another massive hiatus in updating my blog. For the last few months I’ve been in something of a rut. I started designing maps for the-game-formally-known-as-Sphero, and found myself lacking motivation. I was clear in the experience I wanted to player to have, but I was struggling to convert that into […]

  Its been some time since I wrote here, and hopefully I’ll soon have time to fill you all in on what I’ve been up to the last couple of months, but before I do that, I want to comment on the current state of XNA, and my opinion as to it’s future. Background Earlier […]

Design-time: first area map

July 28th, 2011

  It’s been a while since my last update for one reason or another. I took some time out from working on Sphero to start-up a small side project. I won’t elaborate on it here now, as I’m not sure if its going to go anywhere. If it does then I’ll be sure to post […]

  And as promised, a video showing off switching mode with the right thumb-stick, Crysis style. It should probably be noted that all the artwork, including the interface for mode switching, is just place-holder art at the moment. A quick note on what each of the modes are: Black is normal, Red currently is the […]

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