• Shawn Hargreaves Blog

    MotoGP: crash camera

    • 2 Comments
    The most complicated part of the MotoGP rider animation was the crash sequences. These were controlled by the physics engine, which modeled the rider as a simple sphere, computing how it should slide, tumble, and bounce off obstacles. The animation system...
  • Shawn Hargreaves Blog

    MotoGP: bike damage

    • 1 Comments
    We wanted the MotoGP bikes to show visible damage after they crashed. This wasn't a core feature, just a nice-to-have if we could make it work without too much effort. These were the days of shader model 1.1, which is limited to 8 pixel shader instructions...
  • Shawn Hargreaves Blog

    MotoGP: the sun

    • 0 Comments
    The MotoGP sun effect started out similar to this XNA Framework lensflare sample: Use a GPU occlusion query to detect when the sun is visible Draw a big and very soft glow sprite Draw a series of smaller lensflare sprites But we weren't satisfied. If...
  • Shawn Hargreaves Blog

    What's the difference between a technique and a hack?

    • 2 Comments
    While answering a question on the Creators Club forums , I found myself thinking about the difference between general purpose rendering techniques, which tend to be flexible, reusable, and widely understood, versus game specific hacks, which rely on creativity...
  • Shawn Hargreaves Blog

    Overscan, title safe areas, and test cost

    • 3 Comments
    Before I joined Microsoft, I had never heard the term "test cost". (cue joke about how this is because I used to work in game development, and game developers never bother to test anything :-) But of course I tested my work. Every good developer...
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