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.
Got the next essential small step of the project in today, picking, that is selecting an object that exists within a 3D world from a mouse click in the 2D world. Found some really good resources for this including the Hazy Mind site again and a new one I discovered by accident by Charles Humphrey. I had a little trouble at first with working out how to calculate a bounding box, but yet again the XNA community came to my rescue. Thanks to Andy and his blog I now have a custom content pipeline that generates a bounding box for my mesh automatically.
I have to be honest I haven’t been working as hard as I could have recently on the TD project. The reason for this is that I have been trying to decide whether to progress with it atall. I believe it is an awesome project and will be successful, however each time I complete something in the project it adds to the complexity never subtracting from the amount of work remaining.
A professional games developer that just cant stop tinkering with things
Head Software Wizard at TapSlots
CodeDrop came about mainly by accident. I wanted to see if i could create a 2D particle explosion effect. After i discovered how easy this was to do i decided to create a whole game around it!
This is my first ever project i did in DirectX. It was created again for a university project at the start of the year in 2004. I had ambitious plans for a dynamic mesh manipulation application so the user could create their own personal avatar for a MMORPG.
This was a tech demo I created for one of my final projects in my second year of university. Due to the severe time restrictions at the end of the term i wasnt able to do the project i wanted to (ToyTown MMORPG) so insted of trying to struggle and force a large project into a small time frame i decided not to do a MMORPG.