xna manipulators

26 07 2008

i recently wrote an XNA manipulator library and corresponding tutorial for the Ziggyware Summer 2008 Contest. tech demo video below:

get the goods here

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xna input library (win32)

21 06 2008

Input Manager

Description:

An XNA input manager (Windows only) game component that supports several methods of querying for input events. Action mapping functionality is also provided, which allows for binding input handler callbacks to specific key and mouse events (key up, key down, key repeat, and likewise for mouse). Action maps can be pushed and popped from the input manager’s internal stack for cases such as context/state switching requiring separate input handling per state.

To initialize the input manager in your game, simply include the assembly in your project and call InputManager.Initialize() during your game’s Initialize function. From that point on, the input manager may be accessed through your game’s Services collection, by retrieving the IInputManager service.

Download:

Documentation:

Happy Coding.





xna console library

21 06 2008

Camera Lib

Description:

An input/output console game component that will drop into any XNA game. Supports logging at different priority levels, custom text colors per priority, both raw input and command-specific processing, page and line scrolling, timestamping of messages, and a whole slew of other customizable settings. See the source and documentation for more, specifically the Sandbox project included with the source, which demonstrates the use of command handlers.

To initialize the console in your game, simply include the assembly in your project and call GameConsole.Initialize() with the settings you see fit during your game’s Initialize function. From that point on, the console may be accessed through your game’s Services collection, by retrieving the IGameConsole service.

Download:

Documentation:

Happy Coding.





xna camera library

21 06 2008

Camera Lib

Description:

XNA assembly containing three simple camera classes sharing a basic interface. The camera types are:

  • LookAtCamera – Encapsulates an eye position and look at position. Your basic meat and potatoes camera. Great for static scenes or object tracking, but not much else.
  • OrbitCamera – Supports orbiting around a target position using spherical coordinates. Smooth spring-based transitional movement available if required.
  • QuaternionCamera – A free view input-based camera that allows absolute or relative translation and rotation in both world and camera space. Uses quaternions to avoid gimbal lock.

Download:

Documentation:

Happy Coding.