jwatte's picture

Estimating Xbox performance compared to a Windows PC

Sometimes, you hear statements like "an Xbox has nnn % of the performance of a Windows PC" where nnn will vary from 25 to 600 or so, depending on context. However, I disagree with any such statement -- you simply can't make that statement without being a whole lot more specific about what you are trying to measure.

You first need to understand how performance on CPUs actually work.

jwatte's picture

Estimating Xbox performance compared to a Windows PC

Sometimes, you hear statements like "an Xbox has nnn % of the performance of a Windows PC" where nnn will vary from 25 to 600 or so, depending on context. However, I disagree with any such statement -- you simply can't make that statement without being a whole lot more specific about what you are trying to measure.

You first need to understand how performance on CPUs actually work.

jwatte's picture

Improved XNA Thread Pool object

This post includes a thread pool class for the XNA Framework that works better on the Xbox than the thread pool class in the Compact CLR. The main thread can choose to get notified about task completion with a callback function, or by waiting on a pre-allocated wait handle, or do fire-and-forget on the thread tasks.

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What is a particle system?

A particle system is something which can be used to make smoke, explosions, contrails, steam, and other kinds of "cloudy" or "sparkly" effects.

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Finding entities within a game world

In most games, you'll need to know where everything is.

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A mountain!

Here is a model (in .X format and .max source file format) and texture for a mountain, 500x500 meters in size, 100 meters tall.
jwatte's picture

Extracting Vertices and Triangles from an XNA Model

Here is some code that lets you extract the vertices and indices from a loaded XNA Model. You do not need to use any special processor, such as the JigLibX VertexProcessor or some derivative of the ModelProcessor -- it works straight out of the box!

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KiloWatt Animation 20081128 / 20100307

This is the fourth release of the KiloWatt Animation library, as of 2011-02-13. It is intended as a companion to the kW X-port 3ds Max X file exporter, to be used with Microsoft XNA Game Studio. This release is for version 4.0 for Windows and Xbox 360. Sorry, Windows Phone 7 doesn't support custom shaders. It might be possible to update the processor to use the built-in skinned mesh shader -- keep in touch for future possibilities!

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More XNA hacking

I've been hacking on XNA again. This time, I built a car simulation out of rays and a tire friction model. I'm using JigLibX for collision detection and force integration, but I'm not using the built-in car simulation, as it didn't get me the response I needed.

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3D Geometry Transform Pipeline Overview

Geometry rasterization is about transforming vertices, which in the end make up the corners of triangles, which get rendered on the screen (very simply put).

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