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Roll up, roll up, get your replacement hammers here...
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
MotoGP '07
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
Note to self: Model = hammer
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
Motion blur appendix
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
Speed is a matter of perspective
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
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Shawn Hargreaves Blog
Note to self: Model = hammer
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
7
Comments
I moved office last weekend. The good news is I am no longer doubled up. The bad news is I no longer have a window. Sigh. At companies I worked for in the past, the process for moving office was simple. I would unplug my gear, carry it over to my new...
Shawn Hargreaves Blog
Roll up, roll up, get your replacement hammers here...
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
5
Comments
Here is the sample I was working on when I realized that Model is a hammer . And here is a second sample released in reaction to that realization.
Shawn Hargreaves Blog
Vrrroom! Whoosh!
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
4
Comments
Only four posts in the whole of August! I do apologize. I have clearly been slacking :-) Continuing on from my article about motion blur , I'm going to talk about some other ways to make a game feel fast. In real life, an obvious clue to when we...
Shawn Hargreaves Blog
MotoGP '07
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
3
Comments
Playing sequels to games you once worked on is a deeply strange experience. A friend of mine described it as similar to the first time you bump into an ex girlfriend out with her new partner. Even though you parted amicably, are still friends, wish her...
Shawn Hargreaves Blog
Speed is a matter of perspective
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
1
Comments
One of the simplest and most effective ways to make your game go whoosh is to adjust the camera field of view. This is the first parameter to the Matrix.CreatePerspectiveFieldOfView method. Most games use a field of view somewhere around 90 degrees, which...
Shawn Hargreaves Blog
Motion blur appendix
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
0
Comments
Ok, I'm done talking about speed effects. Before I go, here are a couple of external links on the subject. Firstly, George Clingerman wrote a Cops and Robbers tutorial game using the fullscreen motion blur I described earlier. Secondly, in a previous...
Shawn Hargreaves Blog
SpriteFont utility
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
0
Comments
Nice looking tool for making SpriteFont textures with funky effects like outlining, drop shadows, and beveling.
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