<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>Top-Down View XNA Engine</title><link>http://www.codeplex.com/untitled/Project/ProjectRss.aspx</link><description>A simple 3d top-down view engine developed using XNA Game Studio 2.0.</description><item><title>Source code checked in, #15698</title><link>http://www.codeplex.com/untitled/SourceControl/ListDownloadableCommits.aspx</link><description>Some cleaning.</description><author>scypior</author><pubDate>Wed, 10 Sep 2008 22:04:32 GMT</pubDate><guid isPermaLink="false">Source code checked in, #15698 20080910100432P</guid></item><item><title>Source code checked in, #15695</title><link>http://www.codeplex.com/untitled/SourceControl/ListDownloadableCommits.aspx</link><description>Moved whole project to XNA 3.0 CTP and VCS2008 Express.</description><author>scypior</author><pubDate>Wed, 10 Sep 2008 21:20:09 GMT</pubDate><guid isPermaLink="false">Source code checked in, #15695 20080910092009P</guid></item><item><title>Updated Wiki: Home</title><link>http://www.codeplex.com/untitled/Wiki/View.aspx?title=Home&amp;version=33</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Project Description
&lt;/h1&gt;A simple 3d top-down view engine developed using XNA Game Studio 2.0.
&lt;br /&gt;&lt;h2&gt;
Introduction
&lt;/h2&gt;This engine aims to be similar to the engines of unreleased games such as: Van Buren or Troika's &amp;quot;Mystary&amp;quot;. Besides, it's rather educational project. It is currently in very early development stage and is being actively developed in a rather hobbistic way:) But I hope to implement new things as fast as I can, and even faster with other contributors' help.&lt;br /&gt;&lt;h2&gt;
Goals
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;Easy to extend&lt;/li&gt;&lt;li&gt;Easy to develop&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Design ideas
&lt;/h2&gt;The main parts of this engine are different managers, which take care of managing the in-game objects (entities). These managers aren't connected with each others, and they operate on entities via interfaces (through events etc.) This allows easy adding new manager, and new entity as well. Think of the manager as GameComponent and the entity as Control in WinForms (for a lack of better comparison).&lt;br /&gt;&lt;h2&gt;
Currently Implemented
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;RenderingManager&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Keep entities in Octree for frustum culling&lt;/li&gt;&lt;li&gt;Interconnects effects with the light environment&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;Renderer&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;SAS v0.86 parameter binding + extended set of semantics&lt;/li&gt;&lt;li&gt;PipelineBuffer - tries to minimize state changes&lt;/li&gt;&lt;li&gt;Multipass rendering that handles any number of lights(although it's not as efficient)&lt;/li&gt;&lt;li&gt;Top-Down View Camera&lt;/li&gt;&lt;li&gt;Shadow maps&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;World&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Few entities for testing that shows how to use the framework provided by interface and managers&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;GUI(using &lt;a href="http://www.codeplex.com/wsx" class="externalLink"&gt;WindowSystem for XNA&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;)&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;ReflectionWindow - gives access to the managers and entities to easy in-game debugging and interacting&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;(Note that even things which are listed as implemented are still requiring lot of work)&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=News&amp;amp;referringTitle=Home"&gt;News&lt;/a&gt;
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;July 2008&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;Renderer is currently being rewrited to support SAS, and whole thing is a mess now.&lt;br /&gt;More: &lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=News&amp;amp;referringTitle=Home"&gt;News&lt;/a&gt;&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=Media&amp;amp;referringTitle=Home"&gt;Media&lt;/a&gt;
&lt;/h2&gt;&lt;div class="video" style="text-align:center"&gt;
&lt;span class="player"&gt;&lt;object height="285" width="320"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/qaQDgGALxKw"&gt;

&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;

&lt;/param&gt;&lt;embed height="285" width="320" type="application/x-shockwave-flash" wmode="transparent" src="http://www.youtube.com/v/qaQDgGALxKw" /&gt;
&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/watch?v=qaQDgGALxKw" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;
&lt;/div&gt;&lt;br /&gt;Shadow mapping and multipass lighting&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=31701" alt="Main 2008-04-03 12-39-20-73.jpg" /&gt;&lt;br /&gt;Scene filled with test entities, few reflection windows opened up.&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=34738" alt="Main 2008-05-15 14-04-13-97.jpg" /&gt;&lt;br /&gt;Maybe it's not easily seen, but besides some strange new model, and something like ground, there is also normal mapping here. And all is lit by something that mimics sun.&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=Docs&amp;amp;referringTitle=Home"&gt;Docs&lt;/a&gt;
&lt;/h2&gt;Some documents which help me understand what I'm doing.&lt;br /&gt;
&lt;/div&gt;</description><author>scypior</author><pubDate>Sat, 09 Aug 2008 08:36:29 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20080809083629A</guid></item><item><title>Updated Wiki: Home</title><link>http://www.codeplex.com/untitled/Wiki/View.aspx?title=Home&amp;version=32</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Project Description
&lt;/h1&gt;A simple 3d top-down view engine developed using XNA Game Studio 2.0.
&lt;br /&gt;&lt;h2&gt;
Introduction
&lt;/h2&gt;This engine aims to be similar to the engines of unreleased games such as: Van Buren or Troika's &amp;quot;Mystary&amp;quot;. Besides, it's rather educational project. It is currently in very early development stage and is being actively developed in a rather hobbistic way:) But I hope to implement new things as fast as I can, and even faster with other contributors' help.&lt;br /&gt;&lt;h2&gt;
Goals
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;Easy to extend&lt;/li&gt;&lt;li&gt;Easy to develop&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Design ideas
&lt;/h2&gt;The main parts of this engine are different managers, which take care of managing the in-game objects (entities). These managers aren't connected with each others, and they operate on entities via interfaces (through events etc.) This allows easy adding new manager, and new entity as well. Think of the manager as GameComponent and the entity as Control in WinForms (for a lack of better comparison).&lt;br /&gt;&lt;h2&gt;
Currently Implemented
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;RenderingManager&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Keep entities in Octree for frustum culling&lt;/li&gt;&lt;li&gt;Interconnects effects with the light environment&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;Renderer&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;PipelineBuffer - tries to minimize state changes&lt;/li&gt;&lt;li&gt;Multipass rendering that handles any number of lights(although it's not as efficient)&lt;/li&gt;&lt;li&gt;Top-Down View Camera&lt;/li&gt;&lt;li&gt;Shadow maps&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;World&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Few entities for testing that shows how to use the framework provided by interface and managers&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;GUI(using &lt;a href="http://www.codeplex.com/wsx" class="externalLink"&gt;WindowSystem for XNA&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;)&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;ReflectionWindow - gives access to the managers and entities to easy in-game debugging and interacting&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;(Note that even things which are listed as implemented are still requiring lot of work)&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=News&amp;amp;referringTitle=Home"&gt;News&lt;/a&gt;
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;July 2008&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;Renderer is currently being rewrited to support SAS, and whole thing is a mess now.&lt;br /&gt;More: &lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=News&amp;amp;referringTitle=Home"&gt;News&lt;/a&gt;&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=Media&amp;amp;referringTitle=Home"&gt;Media&lt;/a&gt;
&lt;/h2&gt;&lt;div class="video" style="text-align:center"&gt;
&lt;span class="player"&gt;&lt;object height="285" width="320"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/qaQDgGALxKw"&gt;

&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;

&lt;/param&gt;&lt;embed height="285" width="320" type="application/x-shockwave-flash" wmode="transparent" src="http://www.youtube.com/v/qaQDgGALxKw" /&gt;
&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/watch?v=qaQDgGALxKw" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;
&lt;/div&gt;&lt;br /&gt;Shadow mapping and multipass lighting&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=31701" alt="Main 2008-04-03 12-39-20-73.jpg" /&gt;&lt;br /&gt;Scene filled with test entities, few reflection windows opened up.&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=34738" alt="Main 2008-05-15 14-04-13-97.jpg" /&gt;&lt;br /&gt;Maybe it's not easily seen, but besides some strange new model, and something like ground, there is also normal mapping here. And all is lit by something that mimics sun.&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=Docs&amp;amp;referringTitle=Home"&gt;Docs&lt;/a&gt;
&lt;/h2&gt;Some documents which help me understand what I'm doing.&lt;br /&gt;
&lt;/div&gt;</description><author>scypior</author><pubDate>Sat, 09 Aug 2008 08:35:37 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20080809083537A</guid></item><item><title>Created Issue: Syncing entities properties change with needed recalculations</title><link>http://www.codeplex.com/untitled/WorkItem/View.aspx?WorkItemId=2021</link><description>Currently, there is Transform method which is called after entity has been transformed. This allows to perform some calculations, assigning new world matrices to geometries and stuff.&lt;br /&gt;But not only in case of Transform we need to perform such recalculations. For instance, after light direction change, we need to&amp;#58;&lt;br /&gt;- mark shadow map as dirty&lt;br /&gt;- recalculate boundingfrustum for spotlights and so on&lt;br /&gt;&lt;br /&gt;Currently code for doing this is scattered among objects, and it&amp;#39;s not ensure that proper recalculations are done always when needed.&lt;br /&gt;</description><author>scypior</author><pubDate>Fri, 08 Aug 2008 11:29:56 GMT</pubDate><guid isPermaLink="false">Created Issue: Syncing entities properties change with needed recalculations 20080808112956A</guid></item><item><title>Created Issue: Recalculating light's range based on attenuation and vice versa</title><link>http://www.codeplex.com/untitled/WorkItem/View.aspx?WorkItemId=2020</link><description>This two values have to be tied together. Attenuation is used in light calculations, and range is used in creation of shadow maps. Having these two values not synchronized causes&amp;#58;&lt;br /&gt;- visible end of shadow map&amp;#40;area out of bounds of shadowmap isn&amp;#39;t lit&amp;#41;&lt;br /&gt;- inefficient shadowmap &amp;#40;too big&amp;#41;&lt;br /&gt;</description><author>scypior</author><pubDate>Fri, 08 Aug 2008 11:26:00 GMT</pubDate><guid isPermaLink="false">Created Issue: Recalculating light's range based on attenuation and vice versa 20080808112600A</guid></item><item><title>Created Issue: BoundingFrustum inside BoundingBox</title><link>http://www.codeplex.com/untitled/WorkItem/View.aspx?WorkItemId=2015</link><description>The truth is - testing for containment of frustum inside bounding box will never return ContainmentType.Contains, but rather Disjoint or Intersect. Thus entities with BoundingFrustum as bounding volume always fails the tests for containment and are &amp;#34;Out of bounds&amp;#34; of the octree, thus they are placed in root.&lt;br /&gt;</description><author>scypior</author><pubDate>Fri, 08 Aug 2008 08:21:15 GMT</pubDate><guid isPermaLink="false">Created Issue: BoundingFrustum inside BoundingBox 20080808082115A</guid></item><item><title>Source code checked in, #13974</title><link>http://www.codeplex.com/untitled/SourceControl/ListDownloadableCommits.aspx</link><description>I thought I will redesign renderer almost entirely, but I came to conclusion that it works quite nicely this way it&amp;#39;s now &amp;#40;base Renderer class and derived ViewportRenderer, ShadowMapRenderer&amp;#41;.&amp;#13;&amp;#10;&amp;#13;&amp;#10;So this changeset brings following changes&amp;#58;&amp;#13;&amp;#10;&amp;#42; extensions to the SAS 0.86 binding system&amp;#58;&amp;#13;&amp;#10;    - SHADOWMAP, WORLDTOSHADOW, RANGE which allows bind shadowmaps and some light parameters&amp;#13;&amp;#10;&amp;#42; shadowmaps are created during rendering process, not during drawing&amp;#40;pipelinebuffer&amp;#39;s draw method&amp;#41;, thus we need visibility tests for lights to test not the lights model&amp;#40;sphere&amp;#41; but frusta for spotlights and so  n&amp;#40;currently only testing for spotlights is implemented&amp;#41;&amp;#13;&amp;#10;&amp;#42; LineDrawe is brought back to life, and draws spotlight&amp;#39;s frusta &amp;#58;&amp;#41;&amp;#13;&amp;#10;&amp;#42; other minor changes</description><author>scypior</author><pubDate>Thu, 07 Aug 2008 18:20:45 GMT</pubDate><guid isPermaLink="false">Source code checked in, #13974 20080807062045P</guid></item><item><title>Created Issue: Making shadowmaps dirty/rendering themass</title><link>http://www.codeplex.com/untitled/WorkItem/View.aspx?WorkItemId=1998</link><description>Don&amp;#39;t know where it&amp;#39;s better place for it&amp;#58;&lt;br /&gt;- in Light class&lt;br /&gt;- in LightEntity class&lt;br /&gt;</description><author>scypior</author><pubDate>Tue, 05 Aug 2008 22:27:54 GMT</pubDate><guid isPermaLink="false">Created Issue: Making shadowmaps dirty/rendering themass 20080805102754P</guid></item><item><title>Source code checked in, #13687</title><link>http://www.codeplex.com/untitled/SourceControl/ListDownloadableCommits.aspx</link><description>It was supposed to be major changeset, but it isn&amp;#39;t yet. Renderer isn&amp;#39;t fully rewritten yet, I just have added SAS parameter parsing&amp;#47;binding system to that, so&amp;#58;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#42; SAS parameter binding &amp;#40;SAS v0.86&amp;#41;, version 1.0 considered too, and own extensions &amp;#40;in the future&amp;#41;.&amp;#13;&amp;#10;It isn&amp;#39;t fully supported yet, it just wait for fully developed material loading system to have the ability to load that all SAS compliant shaders&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#42; Batch is now known as Geometry &amp;#40;to similarize it with the typical DCC scene graph design&amp;#41;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#42; Geometry is know general object, no need for specific ones to handle some effect &amp;#40;that is why SAS is here&amp;#41;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#42; No need to different effect classes&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#42; Camera class now is parent to two basic camera classes&amp;#58; Perspective and Orthogonal&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#42; Shadow maps doesn&amp;#39;t work now, they wait for further rewrite of the renderer, and for the extended set of semantics and annotations to bind things up&amp;#40;at least that&amp;#39;s my plan&amp;#41;</description><author>scypior</author><pubDate>Sun, 03 Aug 2008 21:15:39 GMT</pubDate><guid isPermaLink="false">Source code checked in, #13687 20080803091539P</guid></item><item><title>Created Issue: Setting values of effect parameters using SAS</title><link>http://www.codeplex.com/untitled/WorkItem/View.aspx?WorkItemId=1900</link><description>Currently, the value is set directly by calling EffectParameter.SetValue&amp;#40;desiredValue&amp;#41;. This might cause problems when the types of the values aren&amp;#39;t the same, but could be reasonably converted.&lt;br /&gt;</description><author>scypior</author><pubDate>Fri, 01 Aug 2008 12:09:46 GMT</pubDate><guid isPermaLink="false">Created Issue: Setting values of effect parameters using SAS 20080801120946P</guid></item><item><title>Updated Wiki: Home</title><link>http://www.codeplex.com/untitled/Wiki/View.aspx?title=Home&amp;version=31</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Project Description
&lt;/h1&gt;A simple 3d top-down view engine developed using XNA Game Studio 2.0.
&lt;br /&gt;&lt;h2&gt;
Introduction
&lt;/h2&gt;This engine aims to be similar to the engines of unreleased games such as: Van Buren or Troika's &amp;quot;Mystary&amp;quot;. Besides, it's rather educational project. It is currently in very early development stage and is being actively developed in a rather hobbistic way:) But I hope to implement new things as fast as I can, and even faster with other contributors' help.&lt;br /&gt;&lt;h2&gt;
Goals
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;Easy to extend&lt;/li&gt;&lt;li&gt;Easy to develop&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Design ideas
&lt;/h2&gt;The main parts of this engine are different managers, which take care of managing the in-game objects (entities). These managers aren't connected with each others, and they operate on entities via interfaces (through events etc.) This allows easy adding new manager, and new entity as well. Think of the manager as GameComponent and the entity as Control in WinForms (for a lack of better comparison).&lt;br /&gt;&lt;h2&gt;
Currently Implemented
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;RenderingManager&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Keep entities in Octree for frustum culling&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;Renderer&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;PipelineBuffer - tries to minimize state changes&lt;/li&gt;&lt;li&gt;Top-Down View Camera&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;LightsManager&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Interconnects effects with the light environment.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;World&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Few entities for testing that shows how to use the framework provided by interface and managers&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;GUI(using &lt;a href="http://www.codeplex.com/wsx" class="externalLink"&gt;WindowSystem for XNA&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;)&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;ReflectionWindow - gives access to the managers and entities to easy in-game debugging and interacting&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;(Note that even things which are listed as implemented are still requiring lot of work)&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=News&amp;amp;referringTitle=Home"&gt;News&lt;/a&gt;
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;July 2008&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;Renderer is currently being rewrited to support SAS, and whole thing is a mess now.&lt;br /&gt;More: &lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=News&amp;amp;referringTitle=Home"&gt;News&lt;/a&gt;&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=Media&amp;amp;referringTitle=Home"&gt;Media&lt;/a&gt;
&lt;/h2&gt;&lt;div class="video" style="text-align:center"&gt;
&lt;span class="player"&gt;&lt;object height="285" width="320"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/qaQDgGALxKw"&gt;

&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;

&lt;/param&gt;&lt;embed height="285" width="320" type="application/x-shockwave-flash" wmode="transparent" src="http://www.youtube.com/v/qaQDgGALxKw" /&gt;
&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/watch?v=qaQDgGALxKw" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;
&lt;/div&gt;&lt;br /&gt;Shadow mapping and multipass lighting&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=31701" alt="Main 2008-04-03 12-39-20-73.jpg" /&gt;&lt;br /&gt;Scene filled with test entities, few reflection windows opened up.&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=34738" alt="Main 2008-05-15 14-04-13-97.jpg" /&gt;&lt;br /&gt;Maybe it's not easily seen, but besides some strange new model, and something like ground, there is also normal mapping here. And all is lit by something that mimics sun.&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=Docs&amp;amp;referringTitle=Home"&gt;Docs&lt;/a&gt;
&lt;/h2&gt;Some documents which help me understand what I'm doing.&lt;br /&gt;
&lt;/div&gt;</description><author>scypior</author><pubDate>Tue, 29 Jul 2008 10:11:49 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20080729101149A</guid></item><item><title>Created Task: SAS compliant renderer</title><link>http://www.codeplex.com/untitled/WorkItem/View.aspx?WorkItemId=1859</link><description>The shaders needs easy integration into the engine. First thing that come to mind is SAS. But there are two versions of SAS. I think it would be useful to support both - only for parameters bindings &amp;#40;scripting won&amp;#39;t be supported, this will make rather simple to support these versions&amp;#41;.&lt;br /&gt;&lt;br /&gt;Of course it isn&amp;#39;t possible to use just everyyone SAS compliant shader in the engine, so more semantics should be provided - this will ensure minimal changes are to be made in the shader code in order to use it properly.&lt;br /&gt;</description><author>scypior</author><pubDate>Mon, 28 Jul 2008 12:53:40 GMT</pubDate><guid isPermaLink="false">Created Task: SAS compliant renderer 20080728125340P</guid></item><item><title>Closed Feature: Deferred renderer</title><link>http://www.codeplex.com/untitled/WorkItem/View.aspx?WorkItemId=352</link><description>This is rather big task. It may requires some refactoring, so that we will get IRenderer interface, or some base Renderer class.&lt;br /&gt;&lt;br /&gt;It have to be done in a way that will allow not only deferred renderer, but the normal, forward one.&lt;br /&gt;Comments: There won't be one.</description><author>scypior</author><pubDate>Mon, 28 Jul 2008 12:23:21 GMT</pubDate><guid isPermaLink="false">Closed Feature: Deferred renderer 20080728122321P</guid></item><item><title>Updated Wiki: Media</title><link>http://www.codeplex.com/untitled/Wiki/View.aspx?title=Media&amp;version=6</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Media
&lt;/h1&gt; &lt;br /&gt;&lt;h2&gt;
Screenshots
&lt;/h2&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=31699" alt="Main 2008-03-13 13-25-29-06.jpg" /&gt;&lt;br /&gt;Entities in an octree&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=31700" alt="Main 2008-04-06 17-19-06-79.jpg" /&gt;&lt;br /&gt;Bloom? Not. Unnormalized vectors...&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=34742" alt="Main 2008-05-15 14-04-13-97.jpg" /&gt;&lt;br /&gt;Maybe it's not easily seen, but besides some strange new model, and something like ground, there is also normal mapping here. And all is lit by something that mimics sun.&lt;br /&gt;&lt;h2&gt;
Videos
&lt;/h2&gt;&lt;div class="video" style="text-align:center"&gt;
&lt;span class="player"&gt;&lt;object height="285" width="320"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/CO10E4HT5GA"&gt;

&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;

&lt;/param&gt;&lt;embed height="285" width="320" type="application/x-shockwave-flash" wmode="transparent" src="http://www.youtube.com/v/CO10E4HT5GA" /&gt;
&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/watch?v=CO10E4HT5GA" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;
&lt;/div&gt;&lt;br /&gt;Basic lighting&lt;br /&gt;{video:http://www.youtube.com/watch?v=&amp;quot;qaQDgGALxKw&amp;quot;,type=&amp;quot;youtube&amp;quot;}&lt;br /&gt;Shadow mapping and multipass lighting&lt;br /&gt;
&lt;/div&gt;</description><author>scypior</author><pubDate>Sun, 27 Jul 2008 13:55:13 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Media 20080727015513P</guid></item><item><title>Updated Wiki: Home</title><link>http://www.codeplex.com/untitled/Wiki/View.aspx?title=Home&amp;version=30</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Project Description
&lt;/h1&gt;A simple 3d top-down view engine developed using XNA Game Studio 2.0.
&lt;br /&gt;&lt;h2&gt;
Introduction
&lt;/h2&gt;This engine aims to be similar to the engines of unreleased games such as: Van Buren or Troika's &amp;quot;Mystary&amp;quot;. It uses the power and simplicity of XNA to create engine that will be able to utilize the power of modern graphics cards, in order to create specific atmosphere. To show that graphics is the tool, not the goal.&lt;br /&gt;It is currently in very early development stage and is being actively developed in a rather hobbistic way:) But I hope to implement new things as fast as I can, and even faster with other contributors' help.&lt;br /&gt;&lt;h2&gt;
Goals
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;Easy to extend&lt;/li&gt;&lt;li&gt;Easy to develop&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Design ideas
&lt;/h2&gt;The main parts of this engine are different managers, which take care of managing the in-game objects (entities). These managers aren't connected with each others, and they operate on entities via interfaces (through events etc.) This allows easy adding new manager, and new entity as well. Think of the manager as GameComponent and the entity as Control in WinForms (for a lack of better comparison).&lt;br /&gt;&lt;h2&gt;
Currently Implemented
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;RenderingManager&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Keep entities in Octree for frustum culling&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;Renderer&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;PipelineBuffer - tries to minimize state changes&lt;/li&gt;&lt;li&gt;Top-Down View Camera&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;LightsManager&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Interconnects effects with the light environment.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;World&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Few entities for testing that shows how to use the framework provided by interface and managers&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;GUI(using &lt;a href="http://www.codeplex.com/wsx" class="externalLink"&gt;WindowSystem for XNA&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;)&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;ReflectionWindow - gives access to the managers and entities to easy in-game debugging and interacting&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;(Note that even things which are listed as implemented are still requiring lot of work)&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=News&amp;amp;referringTitle=Home"&gt;News&lt;/a&gt;
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;July 2008&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;Renderer is currently being rewrited to support SAS, and whole thing is a mess now.&lt;br /&gt;More: &lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=News&amp;amp;referringTitle=Home"&gt;News&lt;/a&gt;&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=Media&amp;amp;referringTitle=Home"&gt;Media&lt;/a&gt;
&lt;/h2&gt;&lt;div class="video" style="text-align:center"&gt;
&lt;span class="player"&gt;&lt;object height="285" width="320"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/qaQDgGALxKw"&gt;

&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;

&lt;/param&gt;&lt;embed height="285" width="320" type="application/x-shockwave-flash" wmode="transparent" src="http://www.youtube.com/v/qaQDgGALxKw" /&gt;
&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/watch?v=qaQDgGALxKw" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;
&lt;/div&gt;&lt;br /&gt;Shadow mapping and multipass lighting&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=31701" alt="Main 2008-04-03 12-39-20-73.jpg" /&gt;&lt;br /&gt;Scene filled with test entities, few reflection windows opened up.&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=34738" alt="Main 2008-05-15 14-04-13-97.jpg" /&gt;&lt;br /&gt;Maybe it's not easily seen, but besides some strange new model, and something like ground, there is also normal mapping here. And all is lit by something that mimics sun.&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=Docs&amp;amp;referringTitle=Home"&gt;Docs&lt;/a&gt;
&lt;/h2&gt;Some documents which help me understand what I'm doing.&lt;br /&gt;
&lt;/div&gt;</description><author>scypior</author><pubDate>Sun, 27 Jul 2008 13:50:28 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20080727015028P</guid></item><item><title>Updated Wiki: Home</title><link>http://www.codeplex.com/untitled/Wiki/View.aspx?title=Home&amp;version=29</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Project Description
&lt;/h1&gt;A simple 3d top-down view engine developed using XNA Game Studio 2.0.
&lt;br /&gt;&lt;h2&gt;
Introduction
&lt;/h2&gt;This engine aims to be similar to the engines of unreleased games such as: Van Buren or Troika's &amp;quot;Mystary&amp;quot;. It uses the power and simplicity of XNA to create engine that will be able to utilize the power of modern graphics cards, in order to create specific atmosphere. To show that graphics is the tool, not the goal.&lt;br /&gt;It is currently in very early development stage and is being actively developed in a rather hobbistic way:) But I hope to implement new things as fast as I can, and even faster with other contributors' help.&lt;br /&gt;&lt;h2&gt;
Goals
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;Easy to extend&lt;/li&gt;&lt;li&gt;Easy to develop&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Design ideas
&lt;/h2&gt;The main parts of this engine are different managers, which take care of managing the in-game objects (entities). These managers aren't connected with each others, and they operate on entities via interfaces (through events etc.) This allows easy adding new manager, and new entity as well. Think of the manager as GameComponent and the entity as Control in WinForms (for a lack of better comparison).&lt;br /&gt;&lt;h2&gt;
Currently Implemented
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;RenderingManager&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Keep entities in Octree for frustum culling&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;Renderer&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;PipelineBuffer - tries to minimize state changes&lt;/li&gt;&lt;li&gt;Top-Down View Camera&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;LightsManager&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Interconnects effects with the light environment.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;World&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Few entities for testing that shows how to use the framework provided by interface and managers&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;GUI(using &lt;a href="http://www.codeplex.com/wsx" class="externalLink"&gt;WindowSystem for XNA&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;)&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;ReflectionWindow - gives access to the managers and entities to easy in-game debugging and interacting&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;(Note that even things which are listed as implemented are still requiring lot of work)&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=News&amp;amp;referringTitle=Home"&gt;News&lt;/a&gt;
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;July 2008&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;Renderer is currently being rewrited to support SAS, and whole thing is a mess now.&lt;br /&gt;More: &lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=News&amp;amp;referringTitle=Home"&gt;News&lt;/a&gt;&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=Media&amp;amp;referringTitle=Home"&gt;Media&lt;/a&gt;
&lt;/h2&gt;&lt;div class="video" style="text-align:center"&gt;
&lt;span class="player"&gt;&lt;object height="285" width="320"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/CO10E4HT5GA"&gt;

&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;

&lt;/param&gt;&lt;embed height="285" width="320" type="application/x-shockwave-flash" wmode="transparent" src="http://www.youtube.com/v/CO10E4HT5GA" /&gt;
&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/watch?v=CO10E4HT5GA" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;
&lt;/div&gt;&lt;br /&gt;Basic lighting&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=31701" alt="Main 2008-04-03 12-39-20-73.jpg" /&gt;&lt;br /&gt;Scene filled with test entities, few reflection windows opened up.&lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=untitled&amp;amp;DownloadId=34738" alt="Main 2008-05-15 14-04-13-97.jpg" /&gt;&lt;br /&gt;Maybe it's not easily seen, but besides some strange new model, and something like ground, there is also normal mapping here. And all is lit by something that mimics sun.&lt;br /&gt;&lt;h2&gt;
&lt;a href="http://www.codeplex.com/untitled/Wiki/View.aspx?title=Docs&amp;amp;referringTitle=Home"&gt;Docs&lt;/a&gt;
&lt;/h2&gt;Some documents which help me understand what I'm doing.&lt;br /&gt;
&lt;/div&gt;</description><author>scypior</author><pubDate>Sun, 27 Jul 2008 12:30:56 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20080727123056P</guid></item><item><title>Updated Wiki: News</title><link>http://www.codeplex.com/untitled/Wiki/View.aspx?title=News&amp;version=5</link><description>&lt;div class="wikidoc"&gt;
&lt;h2&gt;
News
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;July 2008&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;Renderer is currently being rewrited to support SAS, and whole thing is a mess now.&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;May 2008&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;Started implementing own shader with per-pixel Phong lighting and normal mapping.&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;April 06, 2008&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;Started creating lighting using XNA BasicEffect.&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;April 03, 2008&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;Project's page started, first version of the code uploaded. Although this version needs a 'retouch', there is a mess in some places, but it should be forgivable - project is in the very early stage of development.&lt;br /&gt;
&lt;/div&gt;</description><author>scypior</author><pubDate>Sun, 27 Jul 2008 12:29:28 GMT</pubDate><guid isPermaLink="false">Updated Wiki: News 20080727122928P</guid></item><item><title>Source code checked in, #11676</title><link>http://www.codeplex.com/untitled/SourceControl/ListDownloadableCommits.aspx</link><description>Lots of changes&amp;#58;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#42; Multipass rendering that can handle all numbers of lights with my trivial shader&amp;#40;although it&amp;#39;s a performance killer&amp;#41;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#42; Shadow maps &amp;#40;only working for spotlights&amp;#41; - not filtered yet&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#42; Other minor changes needed to set the above things up</description><author>scypior</author><pubDate>Thu, 10 Jul 2008 09:13:10 GMT</pubDate><guid isPermaLink="false">Source code checked in, #11676 20080710091310A</guid></item><item><title>CLOSED ISSUE: Existing lights don't have an impact on newly created entities</title><link>http://www.codeplex.com/untitled/WorkItem/View.aspx?WorkItemId=863</link><description>When you create the light, it lights the existing entities, but when you create new entity after the light was created, this newly created entity is not being lit. &lt;br /&gt;&lt;br /&gt;It has something to do with the events, and the fact that newly created lights are added to the lightscape, thus added to the entity&amp;#39;s illumination. This has to be performed every time the content of lightscape changes, not only when light is being add&amp;#47;removed.&lt;br /&gt;Comments: Fixed in changeset #7536</description><author>scypior</author><pubDate>Fri, 30 May 2008 17:06:06 GMT</pubDate><guid isPermaLink="false">CLOSED ISSUE: Existing lights don't have an impact on newly created entities 20080530050606P</guid></item></channel></rss>