Mathias Kahl
Mathias Kahl
Right now all trees are rendered using one tree sprite with different colorizations. Instead a sprite map with arbitrary numbers of different trees should be supported.
It would look much nice if there were transitions between different tile types.
Currently the map is displayed a continuous rectangle. To support use cases like the Civilization games horizontal wrap around should be supported. That means: When the camera hits the boundary...
Currently only fog of war status can be updated after map creation. Ideally full dynamic updates should be supported, e.g. adding new tiles, changing the type of tiles and so...
Using the latest master version with this configuration, serving the app from file (i.e. `file://[path-to-plume]/index.hml`). ```json { "owners": ["https://mag.solid.community/profile/card#me"], "title": "Mathias Kahl's Blog", "tagline": "About software development", "picture": "img/logo.svg", "fadeText":...
COLLADA supports custom effects (e.g. HLSL shaders) with arbitrary parameter bindings. These are already loaded, but not yet converted to the XNA ContentModel. For this there might be a content...
Animations are already correctly imported. However, right now animation clips are not. Animation clips are simply tuples of name, start- and end-time of logically separate animations. I.e. while most of...
COLLADA allows defining physical properties of scenes. These could be imported and attached to the XNA model to make it easy using models loaded from COLLADA files with physics engines.
Currently only triangulated meshes are supported, since XNA only supports triangles natively. Content creation tools often use more complex polygons, though. Even though many programs support triangulation for COLLADA export,...
This library was created to import single animated 3D models from COLLADA files. However, the COLLADA file format is much more powerful than that. You can actually store multiple complete...