Showing posts with label NeedForSpeed. Show all posts
Showing posts with label NeedForSpeed. Show all posts

Thursday, March 19, 2009

Blog moved!

This blog has moved! The new address is http://www.1amstudios.com/blog/.

To say thanks for following the blog to its new home, there is a video and NFS:XNA is finally available for download!

Monday, November 24, 2008

Latest NFS:XNA updates

I've been a bit quiet on the blog lately, but doing lots of work on Need For Speed.

Latest stuff:
  • 7 cars
  • 16 tracks
  • Car dashboards
  • Car/environment sounds
  • Fence/grass/gravel collision detection
Got a bunch of little things to do, but the next big thing will be some kind of radial/motion blur.

Obligatory screenshots -

Car selection screen:


Vertigo Ridge track:


Burnt Sienna track:




Alpine open-road track:


Monday, October 20, 2008

Dynamic audio and XNA 3

XNA 2.0's lack of dynamic audio - no ContentManager.Load<Audio>

Monday, October 6, 2008

Screenshots

For the one person reading this - here are some early screenshots!

The starting line


There are still gamma issues with some scenery objects...



Birds eye view of part of the track



The physical road the car actually moves along

Sunday, October 5, 2008

Need For Speed in XNA

As the title suggests, I'm working on an XNA-powered Need for Speed game.

It reads in the original Need for Speed 1 data files (using specs found here) and renders it out in full XNA goodness - 1024x768, anti-aliasing, motion blur etc.

I thought it would be an interesting test - would an amateur using XNA be able to replicate a 10 year old game, which for its time was pretty groundbreaking?)

The jury's still out on that one, but so far I have a complete track and vehicle renderer, complete with animating scenery and skybox.

I am currently working on the car physics, using this as a starting point.

Screenshots of the original game are a bit hard to find, heres one: