Friday, December 31, 2010

UDK-WeaponTest

Weapon Test
Weapon:Resoure Use From Dungeon_Defense For Test





















 Projectile Weapon Useing Static Mesh

Thursday, December 16, 2010

UDK_CustomNPC_Learning


Learning From Basic Custom NPC Tutorial for UDK (NOT UT3)  Author:Greg Penninck / Showster






Learning From UDK - Custom Player Character  By:Fang

Friday, December 3, 2010

Saturday, November 27, 2010

UDK_SampleLevel

Learn from UDK official web






Third Person View But cant Be shot

Friday, May 7, 2010

GameDesign-Note(Level.2)

GameDesign -

"Game design" 創造規則和遊戲內容,不包含 programing , art , animation , marketing,而這些全部稱為"Game development",而"Game design"是"Game development"的一部分。

SystemDesign -

1.遊戲如何開始?(Rule for setup)
2.遊戲開始,什麼事情會發生在玩家身上且玩家人做什麼事?(Rule for progression of play)
3.遊戲如何結束,當勝利或失敗,這些如何判斷?(Rule for resolution)

What is a Game Designer -


1.Artits -遊戲可以是一種藝術的格式。
2.Architects - 創造藍圖(in the form of prototypes)。

3.Party hosts -邀請玩家到遊戲裡。
4.God - 創造世界、物理規則,管理世界。

How is a game designed?

1.Waterfall method


2.Iterative approach
In general, the more times you iterate, the better your final game will be.


缺點:implementation risk,market risk

------------未完成






XNA-Animation-(part3)



Holding Item

Sunday, April 18, 2010

XNA-ShaderEffect(Step.3)



Norma Map:

  float3x3 tgtSpace;
  tgtSpace[0] = mul(input.Tangent,skinTransform);
  tgtSpace[1] = mul(cross(input.Tangent,input.Normal),skinTransform);
  tgtSpace[2] = mul(input.Normal,skinTransform);

  float3 tgtLightDir1 = mul(lightDir1,tgtSpace); ***
  float3 tgtLightDir2 = mul(lightDir2,tgtSpace); ***


-----------------------------------------------------------------------------------
PixelShader

return    outColor * (diffuse*2) +Specular Light;

Wednesday, March 31, 2010

XNA-ShaderEffect-Shadow(Step.2)




Disable Diffuse light

DepthStencilFormat :DepthFormat.Depth24Stencil8;(According to Computer Hardware)
----------------------------------------------------------------------------------------------

            GraphicsDevice.Clear(ClearOptions.Stencil, Color.Black, 0, 0);
            GraphicsDevice.RenderState.StencilEnable = true;
            GraphicsDevice.RenderState.ReferenceStencil = 0;
            GraphicsDevice.RenderState.StencilFunction = CompareFunction.Equal;
            GraphicsDevice.RenderState.StencilPass = StencilOperation.Increment;
            GraphicsDevice.RenderState.AlphaBlendEnable = true;
            GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha;
            GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha;

----------------------------------------------------------------------------------------------
Control ShadowEffect

Tuesday, March 30, 2010

XNA-ShaderNote

GlobleVaule

struct VertexShaderINPUT
{
   float4 Postition : POSITION0;     //Require
}
struct VertexShaderOUTPUT
{
     float4 Postition : POSITION0;   //Require
}

VertexShaderOUT VSBasic(VertexShaderINPUT input)
{
   float4 WorldPostition= mul();
   float4 ViewPosirion= mul();
   return output;
}

float4 PixelShader() : COLOR0
{
   return float4;
}

technique NAME
{
   pass NAME2
   {
    compile Version;
    }
}
----------------------------------------------------------------------------------------------
Shadow

FX:

1.Create PixelShader for technique
2.Define technique
C#:

1.Define Matrix for shadow
                 Matrix.CreateShdow(Light,Plane)
Draw Funtion()
1. Define Matrix[] for shadowBones And get Bones.Length
2. Bones[i]*shadow
3.Draw Model
4.Check RenderState

            GraphicsDevice.Clear(ClearOptions.Stencil, Color.Black, 0, 0);
            GraphicsDevice.RenderState.StencilEnable = true;
            GraphicsDevice.RenderState.ReferenceStencil = 0;
            GraphicsDevice.RenderState.StencilFunction = CompareFunction.Equal;
            GraphicsDevice.RenderState.StencilPass = StencilOperation.Increment;
            GraphicsDevice.RenderState.AlphaBlendEnable = true;
            GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha;
            GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha;

Monday, March 29, 2010

XNA-ShaderEffect-Shadow(Step.1)




Shadow

Matrix[] Shadow;
Matrix[] shadowBones = new Matrix[Bones.Length];
for()
{
    shadowBones[i] = Bones[i] *shadow;
}
foreach()
{
draw View,Bone,Projection
}
------------------------------------------------------------------------
//GraphicsDevice.RenderState.FillMode = FillModel.Point;
//GraphicsDevice.RenderState.FillMode = FillModel.Solid;
                                                                          

Sunday, March 28, 2010

XNA-ShaderEffect(Step.2)


Normal Map with Diffuse Light

BlackLine: The Diffuse Light  Direction (1,1,1) And (-1,-1,-1,-1)

float3 Data1: TEXCOORD1

Remove :
                  saturate(dot(input.Date1,normalize(lightDir1)));

Tuesday, March 23, 2010

XNA-ShaderEffect(Step.1)


float3 lightDir1 = (1,1,1) and (-1,-1,-1)
Diffuse Light

VertexShader 1.0
PixelShader 2.0

Thursday, March 11, 2010

DirectX-Note

Include Setting
Go to your project's properties | Configuration Properties | VC++ Directories.
Setting Include Directories :

32 bit Win: C:\Program Files\Microsoft DirectX SDK (June 2010)\Include

64 bit Win: C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include

Your project will know d3dx10.h and d3dx11.h

And Library


32 bit Win: C:\Program Files\Microsoft DirectX SDK (June 2010)\Lib\x86

64 bit Win: C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\x64


宣告

LRESULT CALLBACK WindowProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam);



int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{
//----------RegisterClass
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc,sizeof(WNDCLASSEX));

wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL,IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = "WindowClass1";

RegisterClassEx(&wc);
//-----------Create Window Application

hWnd = CreateWindowEx(NULL,"WindowClass1","WindowClass1",WS_OVERLAPPEDWINDOW,300,300,1280,720,NULL,NULL,hInstance,NULL);

ShowWindow(hWnd,nShowCmd);

//---------- The Main Loop
MSG msg;

while (GetMessage(&msg,NULL,0,0))
{
TranslateMessage(&msg);

DispatchMessage(&msg);

}


return msg.wParam;
}


LRESULT CALLBACK WindowProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)
{
switch(message)
{
case WM_DESTROY :
{
PostQuitMessage(0);
return 0;
}break;
}

return DefWindowProc(hWnd,message,wParam,lParam);
}


1.RegisterClass
2.Create Window
3.Show Window

WNDCLASSEX wc :This is a struct that contains the information for the window class.

ZeroMemory(&wc, sizeof(WNDCLASSEX)) : ZeroMemory is a function that initializes an entire block of memory to NULL.

wc.cbSize = sizeof(WNDCLASSEX): size up this structure and tell it what it's measurements are.

wc.style = CS_HREDRAW | CS_VREDRAW:There are plenty of values we can insert, but we will almost never use any of them in game programming.

wc.lpfnWndProc = WindowProc:This value tells the window class what function to use when it gets a message from Windows.

wc.hInstance = hInstance:Just put the value Windows handed to us in WinMain().

wc.hCursor = LoadCursor(NULL, IDC_ARROW):This member stores the default mouse image for the window class.
---------------------------------------------------------------------------------------------------
Window Size Versue Client Size

BOOL AdjustWindowRect(LPRECT lpRect,DWORD dwStyle,BOOL bMenu);
RECT wr = {0,0,windowWidth,windowHeight};
LPRECT lpRect: Send &wr.
WORD dwStyle: your windowstyle.
BOOL bMenu: not necessary always FALSE.

part of Code


RECT wr = {0,0,500,400};
AdjustWindowRect(&wr,WS_OVERLAPPEDWINDOW,FALSE);
hWnd = CreateWindowEx(NULL,"WindowClass1","WindowClass1",WS_OVERLAPPEDWINDOW,300,300,wr.right-wr.left,wr.bottom-wr.top,NULL,NULL,hInstance,NULL);


It is adjust your image at right  position while you change your window size.



Monday, March 8, 2010

XNA-TPose 問題解決



已經不會呈現T-Pose狀態
再來是AnimationClip 間的Take切換在鍵盤輸入時的問題