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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.
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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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Speaker Power Ratings

One question that consumers often have relating to speakers, Hi-Fi and home theater systems, is "why are different systems rated for different amounts of watts, and why do watts matter anyway?"

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Network bandwidth mathematics; peer-to-peer versus client/server

The XNA Forums are now talking about the Xbox Live! networking support added to XNA 3.0. There's some discussion about how large games can be supported on top of the recommended maximum upstream bandwidth consumption of 8 KB/s. (This is a recommendation Microsoft makes for Xbox Live!, based on learnings from deployed broadband connectsion)

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It's running on the Xbox, too.

As I've mentioned at times, I sometimes scratch my coding itch by hacking around with Microsoft XNA Game Studio for Visual Studio Pro 2005 (now that's a mouthful!). The cool thing with it is that you can write games that run both on Xbox 360 and regular PCs. Recently, I got a new project up and running on the Xbox, and here's a screen shot.

A crazy mish-mash of game development code snippets

I'm hoping that I can migrate all of the various game development snippets I've written over the years into this one site.

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