Posts by: Mike

XNALiquids 01

Well after seeing what Polluted Planet did with large numbers of interactive particles in java, it got me interested.

So i have decided to have a go at implementing it myself in XNA.

So here it is, my first attempt at it. Currently the algorithm is very rough as you can see from the video there are still some problems that cause the particle to behave a little… umm.. erratic ;)

Hopefully with abit more time and effort ill get it sorted. At the moment there are 5000 interacting particle on one CPU, hopefully i will beable to push that figue up soon and take advantage of my quad-core system :)

XNA 2.0 && Silicon Minds

Well its that time again. XNA 2.0 has been released and with it a new Dream Build Play competition.

As a warm up to the competition Microsoft have launched a smaller contest named Silicon Minds. The central idea behind this contest is to encourage A.I. in games and as such 60% of the marks will be given to the quality of the AI in the game a further 20% given to how fun the game is and a final 20% given to the polish of the game.

I have been wracking my brain trying to think of a good project to do for this contest, some of the ideas i came up with were:

  • Bee Swarm Game
  • Dynamic FPS Difficulty
  • Particle Flocking
  • Learning Geometry Wars
  • Predictive Multiplayer
  • Adaptive Level Design
  • DNA Designer
  • Design a Positronic Brain

In the end i decided that due to how short the competition is (ends jan 27th) and my lack of any A.I. experience I would stick with what I have learnt in the past and develop on that. So using the work i have done on LieroXNA so far im planning on writing an A.I. for a deformable 2d landscape.

Sorry i cant say any more at this stage but stay tuned and ill update in the near future.

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