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September 2007 - Posts

Roll up, roll up, get your replacement hammers here...

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.

MotoGP '07

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

Note to self: Model = hammer

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

Motion blur appendix

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

Speed is a matter of perspective

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

Vrrroom! Whoosh!

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 are going

SpriteFont utility

Nice looking tool for making SpriteFont textures with funky effects like outlining, drop shadows, and beveling.
 
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