Wednesday, June 25, 2008


Had a problem with multiple instances where bone setting was stomping on top of each other. The trick was to make sure I set the bones before the EffectPass.Begin() call to make sure the triangle batch is rendered using those bone matrices. Here is an image of 100 robots all animating. Render time is still good! I'm also trying to be really careful about reusing and not creating objects (which I hear really kills you on the xbox). Next stop is to get 2d rendering up so I can make my extrusion editor.

Tuesday, June 24, 2008


Created a bone system for extrusion sets. So when you are specifying an extrusion you can also give it a bone name. The combining will look at the extrusion set it is a child of and build a bone hierarchy. I also decided to rewrite the renderer before I got anymore invested in it to run as a seperate thread. There are now render objects and render instances that get created by the simulation and then during the next frame while the simulation is running, the rendering thread processes and renders those objects. So in the image above, the wheels are rotating. I was also out on vacation for 5 days, thus the slow progress.

Tuesday, June 10, 2008


Added a new terrain type as well as the extrusion type. I'll need this for game later.

Sunday, June 8, 2008


Here I've added an extrusion set to the extrusion set. So I specify the extrusion of the extrusion set and the face and then the extrusion and face of the parent. Now I can have libraries of extrusion sets that can be replicated. This entire object gets compressed down to one render call.

Thursday, June 5, 2008


First extrusion set. I created a simple api for combining extrusions to extrusions and extrusion sets to extrusions. You simply specify the extrusion and the face id and the system will automatically add it. Then you can use normal transforms that are in the face's space. So it should make building by combining extrusions very simple.

Sunday, June 1, 2008


Added texturing to the extrusion class.