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May 2007 - Posts

Transitions concluded: "there is no spoon"

Transitions, much like bent spoons in martial arts sci-fi movies, are a figment of your imagination. Or at least they ought to be. Sometimes people program their games like this: Fade in menu screen (2 seconds) Wait for input selection Fade out menu screen

Transitions part four: rendertargets

For the ultimate in crazy transition effects, render-to-texture is your friend. Setting this up is pretty easy. First you need to add a custom rendertarget field to the top of your Game class: public RenderTarget2D renderTarget; Second, initialize this

Transitions part three: stencil swipes

Remember the original Star Wars films? (not the more recent episodes: I refuse to talk about those :-) Remember how they transition from one scene to another, using a circular swipe where one image gradually zooms up over the top of another? That style

Transitions part two: let's get physical

In my previous post I talked about how you can control complex transitions by animating a single control value at a constant speed from 0 to 1, and then applying various curves to derive more complex transition behaviors from that single source value.

Transitions part one: the importance of curves

Now that the Game State Management sample is released, I'm going to rewind time and follow through on my promise to talk about transition effects . In the sample, the GameScreen base class keeps track of the transition position as a float ranging from
 
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