Seems progress for the game has slowed down a tad over the last week, but I’m getting there
. XNA Beta 2 came out this past week so I spent a little time porting that. I made a new dev entry over at xbox360homebrew so go check it out! I added a new image to the gallery also. On a side note, Adam Stewart, the artist for WildBoarders, launched his new site last week! So go check out Vertigo Boom and try to see if you can figure out what it means. I’ll give you a cookie if you do. As for the camera tutorial, I’ll be porting it to beta 2 when I have a chance. For those trying to use it right now I believe the entire source is throughout the article so starting a new project wouldn’t be too bad anyway, which is a good way to learn in my opinion. I’ll make use of the content pipeline in the new example and probably add a feature or two to the camera class. It’ll probably be tracking and scaling. I also posted a new video of WildBoarders. You can find the download link below:
I’ll post a new entry when I get the tutorial updated. But that’s it for now. See you next week, bye!
November 6th, 2006 at 4:05 pm
Nice work Adam.
One thing I noticed is your collisions looks a little rigid when the player lands on the snow.
Not sure how much you’ve tweaked the physics yet, but just wanted to let you know you can soften up the collision by reducing the “BiasFactor” parameter and increasing the “AllowedPenetration” parameter. This will make the two colliding bodies sort of sink into eachother ever so slightly during the collision.
Keep up the good work!
-Jeff Weber (Farseer Physics Engine @ CodePlex)
November 6th, 2006 at 4:06 pm
I mean nice work “ALEX”. Sorry about the name mix-up.
November 6th, 2006 at 4:27 pm
Hey Jeff! It’s funny you mention that. I was about to e-mail you tonight on that very subject! Hahah thanks so much
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November 10th, 2006 at 5:38 pm
Hey I ported your camera code over to Beta 2. If you want the code just drop me a line. I’m sure it would have been a trivial job for you, but I needed it for my own purposes.