Is SpriteBatch Turing complete?

Time for some end-of-year silliness… Inspired by this recent Twitter exchange: Scionwest – @shawnhargreaves @nickgravelyn How about post processing for WP7? I’ve seen people do Bloom effects and thought P.P. was not part of WP7? nickgravelyn – @Scionwest Shaders aren’t available, but I’ve seen some clever post-processing done without custom shaders.  You theoretically could do…

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What should I write about next?

I have a couple more articles planned about aliasing and motion blur, but am curious to hear where you would like me to take this blog next. Some topics I am considering: C++.  Dirty secret: although I’ve mostly blogged about C# programming, much of XNA itself is written in C++, so I’ve actually been straddling…

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From games to telephones

After six years working on XNA, I decided it was time to take on a new challenge.  I am moving to the Windows Phone team, where I will be working on things I’m not sure how much I can say about here  (leaking future business plans on MSDN might not be the best way to…

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Temporal sampling frequency (aka ‘framerate’)

Game player:  "d00d, teh framerate totally sux0rz!" Game developer:  "we are experiencing aliasing due to low sampling frequency along the temporal axis…" One of the many decisions that goes into making a game is whether it is better to run at a high framerate, which means drawing many frames per second and thus having little…

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Stand still and they won’t see you

So far I have written about aliasing in the context of rendering single images, but neglected to consider what happens when we string a series of images together, attempting to create the illusion of smooth motion.  Animation introduces the temporal (time) axis, which we sample by rendering frames usually 30 or 60 times per second. …

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Shader aliasing

Looking through my backlog of half written articles, I realized I have a couple more topics in my series about antialiasing, which I had entirely forgotten about!  Oops… Actually, though, today is a good day to finish this article.  Forget your ghosts, ghouls, and goblins, for I have something Really Truly Very Scarily Horrible indeed. …

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RIP John McCarthy

What a sad month for those of us who program computers. Take a moment to reflect on this paper, published in April 1960: No provision need be made for the user to program the return of registers to the free-storage list. This return takes place automatically, approximately as follows (it is necessary to give a…

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Silverlight 3D and the composition thread

A simple test Load the Silverlight 5 port of the XNA bloom sample (which you can find in c:/Program Files (x86)/Microsoft SDKs/Silverlight/v5.0/Toolkit/Sep11/Source/Sample source code.zip/Xna after installing the Silverlight toolkit).  Run it, and observe the shiny tank. Now open up MainPage.xaml.cs, find the OnDraw method, and add this line: int test = SettingsCombo.SelectedIndex; Run the sample…

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Game timing in Silverlight 5

One thing missing from the new 3D functionality in Silverlight 5 is an equivalent of the XNA Game class.  I previously wrote about how to provide XNA style Update and Draw methods in a WinForms environment.  What is the Silverlight equivalent of that? After installing the Silverlight Toolkit, create a new project using the Silverlight…

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Silverlight 5 version of Ito’s XNA AppWeek game

Could this be the first ever 3D Silverlight game? My colleague Ito ported the rail shooter that he originally wrote for AppWeek 2010 to use the new 3D features in Silverlight 5.  First get the SL5 RC plugin (if you don’t have it already).  Then play the game here. Once the intro animation finishes playing,…

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