December, 2006

  • Cornflower Blue

    Alpha Blending, Part 3

    • 5 Comments
    Ok, in this post I'll talk about additive alpha blending. This time for sure, I promise. In part 2 I talked about disabling depth write, and how that could give okay-ish results. It'll come in handy with additive blending, so if you haven't read that...
  • Cornflower Blue

    Oops!

    • 1 Comments
    A reader pointed out that I had made a mistake in my last post about game structure. I suggested that GameScreen have a GameComponentCollection. However, the constructor for that type is internal, so that's not going to work. Sorry guys. Fortunately,...
  • Cornflower Blue

    Basic Game Engine Structure

    • 13 Comments
    I've seen a couple of posts on the forums asking what the best way to structure a game is. For what it's worth, here's a structure I've used in a few of my games. The design itself isn't too complicated, but it's pretty flexible, and will keep your code...
  • Cornflower Blue

    Alpha Blending, Part 2

    • 3 Comments
    Rough Sorting Last time I explained how “normal” alpha blending works, and why the objects should be drawn back to front. Sorting the objects can be a hassle, though. If it suits your game, you could just try controlling the order your draw calls happen...
  • Cornflower Blue

    Alpha Blending (Part 1)

    • 5 Comments
    When I was first learning game programming, I remember alpha blending being a bit of a mystery. I wanted to use alpha blending to make transparent particles for some cool explosions. Sounds simple enough – but as anyone who’s tried it before can tell...
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