Category: XNA


You may remember me mentioning a few weeks ago about my DreamBuildPlay 2012 entry. That entry was a Windows Phone 7 game called Physworks, which I’ve been working on since the start of January. With the submission deadline approaching fast,

Posted in C#, XNA

More Light!

I’ve been optimizing the lighting system a bit, along with adding post-processing back into the new renderer. The results are pretty good so far. I was able to have 50,000 cubes and 500 lights rendering at the same time, while

Posted in C#, Game Engine, General, XNA

Let there be light!

I’ve spent the last day or two recoding the renderer for my engine from scratch and it was worth it! I’ve managed to increase performance by an insane amount compared to the previous renderer and on top of that, the

Posted in C#, Game Engine, General, XNA