Author Archives: digitalerr0r

XNA RGB Refraction Shader

I implemented a HLSL shader in XNA during the past few days and i’m pretty satisfied with the outcome.   The shader takes a few parameters like the usual light position, normal map, cube map and so on, but the most important … Continue reading

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dare to be digital

If you happen to be a student and an XNA progammer, you should read more.   There is a competition at http://www.daretobedigital.com/ where a Norwegian team will participate. They got one position open for a programmer. This team was one of … Continue reading

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Functionality of Grill Simulator 360 is DONE!

( This screenshot is over 6months old )   I’m happy to announce that the functionality of Grill Simulator 360 is done.   There is still a lot to do with testing, bug fixing and game balancing, but no new functionality … Continue reading

Posted in Game programming | 1 Comment

Staying in Avanade

As many of you know, I was going to start in Objectware as a Microsoft consultant… Well, changes in plans, I decided to take back my resignment from Avanade and continue working there. There are various reasons for this but … Continue reading

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Depth of Field

A while since last time. I have been pretty busy with work and graphics programming. Trying to make a nice demo for The Gathering, in April.   Also, next week is my final week in Avanade. I’m pretty exited on … Continue reading

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Dynamic Environment Mapping

Used some time to implement a GLSL shader that handles Dynamic Cube Mapping. I’m using a FBO to render the scene to a CubeMap texture, and then a shader maps the CubeMap as a texture on whatever comes trough the … Continue reading

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Grill Simulator 3.0

During the past two weeks I have been using some time to convert Grill Simulator from XNA 2.0 to XNA 3.0. It was a really easy process, but I needed to do some additional work on the animation player and some … Continue reading

Posted in Game programming | 1 Comment

Compute Shader

The new Comput Shader is a transparent parallel processing model, and an evolution of HLSL, targeted for Post processing, the A-Buffer, ray-tracing, Physics and AI. It enables much more general algorithms than ever before. You could write this before as well, but … Continue reading

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DirectX 11

So, the next directx SDK will be available( beta ) in about one week. Can’t wait to get my hands on that 🙂   I just listened to Allison Klein talking about Direct3D and the new version will have alot … Continue reading

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WPF now and the Future

Just a few quick words on WPF now and the future. If you navigate to codeplex.com/wpf you can see some new neat stuff that just got announced. WPF is finally going to have better support for DataGrids, where each row … Continue reading

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