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		<title>Suggestions for new tutorials</title>
		<link>http://rbwhitaker.wikidot.com/forum/t-435522/suggestions-for-new-tutorials</link>
		<description>Posts in the discussion thread &quot;Suggestions for new tutorials&quot; - just some ideas from the top of my head</description>
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				<guid>http://rbwhitaker.wikidot.com/forum/t-435522#post-1430837</guid>
				<title>Re: Suggestions for new tutorials</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-435522/suggestions-for-new-tutorials#post-1430837</link>
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				<pubDate>Fri, 27 Apr 2012 19:33:03 +0000</pubDate>
				<wikidot:authorName>EmpiresBane</wikidot:authorName>				<wikidot:authorUserId>1193823</wikidot:authorUserId>				<content:encoded>
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						 <p>For shadows that don't move, you probably want to calculate those when you create the map. Real time shadows can be done with something call Deferred Lighting. You should be able to find a lot of information on it. Basically, when you render the scene, you output your regular image, but you also output an image containing the 3D position of each pixel. Then you render the 3D positions of the scene (normally at a low resolution) from the light's viewpoint. Now you compare the two position textures to each other. If any of the points match up, you add light to the pixel in the image that you intend to display.</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-435522#post-1430821</guid>
				<title>Re: Suggestions for new tutorials</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-435522/suggestions-for-new-tutorials#post-1430821</link>
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				<pubDate>Fri, 27 Apr 2012 19:09:12 +0000</pubDate>
				<wikidot:authorName>LanceJZ</wikidot:authorName>				<wikidot:authorUserId>1352685</wikidot:authorUserId>				<content:encoded>
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						 <p>I would like to see a tutorial on using or making shadows, both static and real time. This is the only issue big I'm having right now.</p> <p>A good idea on a Vector3 Positioned Object class, that moves the game object on a time base system, that is efficient using Position, Velocity and Acceleration as its properties. The one I made seems a bit CPU intensive, using the difference in CPU clock cycles to calculate movement from last frame to current frame. This could be something that would be useful for lots of people.</p> <p>Thank you for your time.<br /> if (Try()) Do(); else DoNot();</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-435522#post-1371916</guid>
				<title>Re: Suggestions for new tutorials</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-435522/suggestions-for-new-tutorials#post-1371916</link>
				<description></description>
				<pubDate>Sat, 11 Feb 2012 20:31:22 +0000</pubDate>
				<wikidot:authorName>WindwalkerDM</wikidot:authorName>				<wikidot:authorUserId>1158597</wikidot:authorUserId>				<content:encoded>
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						 <p>Since there was a topic about new tutorial ideas, I would like to add one here.</p> <p>If you could provide us with the basic means of how to make use of our tools to make a level editor for a 2D game, it would have been awesome. What you supplied already gives us some kicks but it's very minor compared to the depth of an editor. Especially required part is how to add windows forms and controls for our editor. Oh, and how to make this UNDO thing work would also be nice. I found a couple alternative tutorials but they -or rather me- fail.</p> <p>The thing is&#8230; the presentation of RB is so good that I WANT to learn everything from him. Nowadays I dived into 3D and its killing me out.</p> <p>Also, the object oriented approach is almost mandotary for a 3D game. In 2D, I could do away with tightly coupled classes and direct calls and numerous static variables (bad practice) but 3D does not forgive after some point.</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-435522#post-1364946</guid>
				<title>Re: Suggestions for new tutorials</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-435522/suggestions-for-new-tutorials#post-1364946</link>
				<description></description>
				<pubDate>Fri, 03 Feb 2012 17:35:05 +0000</pubDate>
				<wikidot:authorName>EmpiresBane</wikidot:authorName>				<wikidot:authorUserId>1193823</wikidot:authorUserId>				<content:encoded>
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						 <p>Many of these suggestions do not need a tutorial. I'll break them up into groups to better explain things.</p> <p>This is a list of the things that are to specific to a game type or are to simple to warrant a tutorial:</p> <ul> <li>Making caves in 3d space, that look nice, maybe you can use another type of noise for this.</li> <li>adding gravity, make your character jump.</li> <li>placing enemies in your map, maybe copies of you, or a character with a different colored face.</li> <li>how to make an inventory screen, pick up items from the floor, store them in your inventory.</li> <li>placing random stuff in your map, to make it look good, for example a tree. (not a tree sprite, a 3d tree model make within XNA, maybe with a blob of leafs made of spheres with procedural generation to make the trees different from each other)</li> </ul> <p>Most of these are dependent on the game structure and can be done many different ways. I would suggest instead asking someone for help on these once you get to that point in development of you game.</p> <p>This is the list of things that may would be fine tutorial subject matter:</p> <ul> <li>making the vertices that are behind your camera FOV disappear (not get loaded at all) NOTE: They would still get loaded, just not drawn.</li> <li>making the vertices that are behind other objects disappear (not get loaded at all) Note: Ditto. Also, you want to choose not to draw the entire model, not just particular vertices.</li> <li>make a camera for FPS kind of look</li> <li>make a camera for 3rd person view</li> <li>smooth transition from FPS camera to 3rd Person, and back. NOTE: This would be quite simple and short.</li> <li>animating that character, simple walk, run. NOTE: This would just be a tutorial on how to play back animations that are stored in the file.</li> <li>shooting stuff in 3d space, for example have you character shoot a 3d fireball, and make it hit stuff, like targets or ground. NOTE: Not the shooting part. That's too specific and just consists of changing the coordinates. Collision in 3D would be good, though.</li> <li>Generating a 3D terrain from a height map (simple way of loading a map)</li> </ul> <p>The camera ones are fairly simple. I may even write my own tutorial for them. The others could be included in some of the current sections, but once again, are not all that hard to figure out yourself.</p> <p>This one has already been sort of done:</p> <ul> <li>making a model within XNA, and not use a .x or .fbx pre-made model, for example a guy made of spheres and tubes, kind of Bomberman looking.</li> </ul> <p>Go look at the primitives tutorials. You can just make a couple shape classes that output the vertices based on a few variables.</p> <p>This is all AI stuff:</p> <ul> <li>make enemies follow you</li> <li>make enemies attack you</li> <li>make enemies and you wield a sword.</li> <li>make everyone hit with the sword.</li> </ul> <p>AI is can be very complex, or very simple depending on you game. It's not very easy to do a catch-all tutorial on AI. I suggest you start looking online for just general AI concepts. Once you have a good understanding of how AIs work, it's not that hard to implement it in whatever language you are using.</p> <p>This is all in it's own section:</p> <ul> <li>Generate a height map using Perlin noise (making more dynamic maps)</li> <li>Using the Perlin noise to generate the next section of the map (so if in the previews tutorial you loaded quadrant 0,0 to 32,32, for example, now I want to load the next section in any direction for example, 32,0 to 64,32)</li> <li>Change Perlin noise into a 3d Perlin noise to generate overhangs</li> <li>the map into other types of vertices, for example, each vertex is a triangle (the look of Sim City 2000), each vertex is a cube(the look of Infiniminer/Minecraft), and so on.</li> </ul> <p>This seems like it would belong in the math section or something. Keep in mind, though, that all the equations are readily available on the internet, you just need to change it to C#.</p> <p>These things I don't understand:</p> <ul> <li>making 3d sprites within XNA, for example made of spheres or cubes. Like a fire ball, or a sword/shield.</li> <li>adding 3d effects to characters of objects, such as a power up/level up.</li> </ul> <p>Obviously, none of this is RB's opinion. He may completely agree with you.<br /> One thing I noticed, though, is that you seem to be new to programming. I have some advice for you. Try to do as many of these things as you can without the help of any tutorials. On the ones that you do need help with, try to make them better after you are done. It gets you used to problem solving, which is what a lot of programming is. You'll also never be able to apply the methods you learn to other situations if you have to depend on tutorials for everything. Don't take this as mean. It's just that I'm self-taught, and for the longest time I would only use tutorials. It wasn't until went a month without internet access that I really challenged myself. Since then, my abilities have improved greatly.</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-435522#post-1362972</guid>
				<title>Re: Suggestions for new tutorials</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-435522/suggestions-for-new-tutorials#post-1362972</link>
				<description></description>
				<pubDate>Wed, 01 Feb 2012 11:23:22 +0000</pubDate>
				<wikidot:authorName>immanuelX</wikidot:authorName>				<wikidot:authorUserId>1297004</wikidot:authorUserId>				<content:encoded>
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						 <p>i know i might not be the right person to answer you but here goes</p> <p>most of the things that are on your list of suggestions are just AI (Artificial intelligence), this are things that you can think off your self.</p> <p>let me explained what i mean</p> <p>1 making enemies follow you &#187;&gt; this can be done using some complex if statements &#187;&gt; if player at a certain point then enemy does a certain action.</p> <p>2 making enemies attack you &#187;&gt; if player is at a certain distance from enemy then enemy get the position of player and start shooting at the direction, and the should be a nested if statement that says if bluet hits (colition detection) with player then a certain action</p> <p>3 the last item on your list? i didn't know how to do that as well but there is a tutorial on 2D 3D graphics, sprite fonts and particle system if you want to make your inventory screen look awesome.</p> <p>i have to say that a lot has been explained for to you in those tutorials you just have to think about how to use the info you have.</p> <p>i hope this will help you and a lot of people that are going to view this thread.</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-435522#post-1355710</guid>
				<title>Suggestions for new tutorials</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-435522/suggestions-for-new-tutorials#post-1355710</link>
				<description></description>
				<pubDate>Sat, 21 Jan 2012 14:07:58 +0000</pubDate>
				<wikidot:authorName>winsrp</wikidot:authorName>								<content:encoded>
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						 <p>Hi Dude,</p> <p>First of all, congrats on the site its has lots of great information for beginners, an more advanced users.</p> <p>Now a couple of things that I have been wondering, and maybe with all your expertise can probably do, is some tutorials about:</p> <p>-Generating a 3D terrain from a height map (simple way of loading a map)<br /> -Generate a height map using perlin noise (making more dinamic maps)<br /> -Using the perlin noise to generate the next seccion of the map (so if in the previews tutorial you loaded cuadrant 0,0 to 32,32, for example, now I want to load the next section in any direction for example, 32,0 to 64,32)<br /> -Change perlin noise into a 3d perlin noise to generate overhangs<br /> -Making caves in 3d space, that look nice, maybe you can use another type of noise for this.<br /> -Transforming the map into other types of vertices, for example, each vertice is a triangle (the look of sim city 2000), each vertice is a cube(the look of infiniminer/minecraft), and so on.<br /> -making the vertices that are behind your camera FOV dissapear (not get loaded at all)<br /> -making the vertices that are behind other objects dissaper (not get loaded at all)<br /> -make a camera for FPS kind of look<br /> -make a camera for 3rd person view<br /> -smooth transition from FPS camera to 3rd Person, and back.<br /> -making a model within XNA, and not use a .x or .fbx premade model, for example a guy made of spheres and tubes, kind of bomberman looking.<br /> -animating that character, simple walk, run<br /> -adding gravity, make your character jump.<br /> -making 3d sprites within XNA, for example made of spheres or cubes. Like a fire ball, or a sword/shield.<br /> -adding 3d effects to characters of objects, such as a power up/level up.<br /> -shooting stuff in 3d space, for example have you character shoot a 3d fireball, and make it hit stuff, like targets or ground.<br /> -placing random stuff in your map, to make it look good, for example a tree. (not a tree sprite, a 3d tree model make within xna, maybe with a blob of leafs made of spheres with procedural generation to make the trees different from each other)<br /> -placing enemies in your map, maybe copies of you, or a character with a different colored face.<br /> -make enemies follow you<br /> -make enemies attack you<br /> -make enemies and you wield a sword.<br /> -make everyone hit with the sword.<br /> -How to make an inventory screen, pick up items from the floor, store them in your inventory.</p> <p><span style="text-decoration: line-through;">-</span>&#8212;&#8212;yeah i have many many ideas for tutorials I know.</p> <p>I'm quite old right now and I have played, TONS of games, and I have around 10 years of programming experience, but I've never tried making a game, I now have 2 weeks into XNA, and I've made quite some tutorials for lots of fun stuff, but that probably raised more questions than answers so far. These tutorial ideas are just some of those questions I have, and as a beginner in game programming probably lots of other people have the same questions as I do.</p> <p>I have already make a quick pass to look over the tutorials you have in your site, and I will make them all to see if I can find some answers to my questions.</p> <p>Cheers on the great site, and hopefully you can greatly expand it.</p> <p>-Winsrp.</p> 
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