In my previous post about the challenge of path finding on the XBOX with XNA, my A* algorithm benchmarks were abysmally slow. Recall from my previous post that pathfinding was done in 3D, including diagonal movement, allowing 26 possible directions … Continue reading
Meta Stuff
Tags
algorithms alpha8 c# cascaded shadow maps Coding collision compression content pipeline CSM custom content processor daubechies deferred dream build play ESM exponential shadow mapping exponential shadow maps garbage collection garbage collector GPU gui hardware hlsl jpeg2000 lifting lighting light pre pass modelling PCF PCSS percentage closer filtering percentage closer soft shadows physics PSSM python shadow mapping shadows terrain triplanar texturing video wavelet xbox XNA
