Archive for the ‘Rugged’ Category

Time for an update!

Wednesday, April 1st, 2009

I’ve been hard at work on behind-the-scenes things such as mesh collisions and level construction tools. That didn’t stop me from adding major updates to the primary shader however.

Directional lights are out, ambient cubemap lighting is in! There’s also environmental fresnel reflections, ambient occlusion and specular.

Rugged Update

Sunday, February 22nd, 2009

Boy do I enjoy the heck out of XNA. This week saw lots of progress in Rugged as it gained an in-game level editor, 3D positional sound and more realistic motion blur.

It’s time to look further down the roadmap and begin improving the terrain code, writing some shaders and optimising the Skull framework in preparation for multiplayer support.