Archive for November, 2010
I spent what few extra days I had this holiday adding skinning to my map editor, Natur. I use key frames and states for the animations; positions and rotations are then interpolated as it plays. The video shows how I create a simple scene with a working elevator.
A few weeks back, I decided that it was time to move to the 4.0 framework. Unfortunately, Thunderstruct didn’t come for the ride. I scrapped it. Although I was hopeful to transform my One Week Challenge project into a full game, it was better to move on.
It was time for me to attempt my personally favorite genre: First Person Shooters. I made a quick attempt when I first started with XNA, but I was no where near ready. I backed out and worked on some other stuff to get me along my way. But now that I was pretty certain I could handle it, I began work on my map editor, “Natur.”
The map editor allows me the basics: shapes, lights, texture palettes, and a working bounding system. It’s nothing overtly complex, but more than enough to get me swimming in the deep end.