<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-32321530</id><updated>2011-11-28T00:48:14.429Z</updated><category term='Post Processing'/><category term='3D-2D Coords'/><category term='PointSprites'/><category term='Shaders'/><category term='Normal Mapping'/><category term='Picking Objects'/><category term='BoundingSphere'/><category term='Fire'/><category term='Anotation'/><category term='HLSL'/><category term='Custom Content Pipeline'/><category term='Semantics'/><category term='Water'/><category term='Terrain'/><category term='Mesh Animation'/><category term='3D Particles'/><category term='XNA'/><category term='A.I'/><category term='C++'/><category term='Source'/><category term='Ocean'/><category term='Camera'/><category term='Bump Mapping'/><category term='SkyBox'/><category term='Fog'/><category term='Terrain Picking'/><category term='FPS Counter'/><category term='BoundingBox'/><category term='Utilities'/><title type='text'>Randomchaos 3D Engine</title><subtitle type='html'>Managed and unmanaged DirectX development. 
&lt;br&gt;
The evolution of the Randomchaos 3D Engine and Generic XNA samples.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>50</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-32321530.post-7588445361631796183</id><published>2008-10-30T21:48:00.001Z</published><updated>2008-10-30T22:10:36.844Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Camera'/><category scheme='http://www.blogger.com/atom/ns#' term='C++'/><title type='text'>BaseCamera Class</title><summary type='text'>As I have said before, this is identical to my XNA camera. I know, not the best camera in the world, but this is the base of other cameras I will be producing later. So, as before we have a header file and cpp file.  The header looks like this:    #include &lt;d3d9.h&gt; #include &lt;d3dx9.h&gt; #include "RandomChaos3DUtility.h"#pragma onceclass BaseCamera{public:    BaseCamera(void);    BaseCamera(</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/7588445361631796183/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2008/10/basecamera-class.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7588445361631796183'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7588445361631796183'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2008/10/basecamera-class.html' title='BaseCamera Class'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-8636999359982674226</id><published>2008-10-29T21:07:00.002Z</published><updated>2008-10-29T21:17:38.519Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='C++'/><title type='text'>Device Creation (and other bits) in C++</title><summary type='text'>OK, this is not as strait forward as it is in XNA :P   What I have done to help me out is create a utility class. This class holds a few methods at the moment and at the time of posting, the header file looks like this:     class RC3DUtility{public:    RC3DUtility(void);    ~RC3DUtility(void);    LPDIRECT3DDEVICE9 InitializeDevice(HWND hwnd,UINT width,UINT height);    HWND CreateNewWindow(LPCTSTR</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/8636999359982674226/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2008/10/device-creation-and-other-bits-in-c.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8636999359982674226'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8636999359982674226'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2008/10/device-creation-and-other-bits-in-c.html' title='Device Creation (and other bits) in C++'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-6087444151327102613</id><published>2008-10-28T21:45:00.004Z</published><updated>2008-10-28T21:55:48.926Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Terrain'/><category scheme='http://www.blogger.com/atom/ns#' term='C++'/><title type='text'>Nice Terrain in C++</title><summary type='text'>And now I have my XNA terrain shader in my C++ terrain implementation. Again, no source yet, just wanted to post my progress so far. My next post I will start to put some code up. I am going to miss out the window creation code as this can be found in Riemers C++ tutorial, my method for creating the graphics device how ever is a little different and so I will post that. It is not much different </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/6087444151327102613/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2008/10/nice-terrain-in-c.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/6087444151327102613'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/6087444151327102613'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2008/10/nice-terrain-in-c.html' title='Nice Terrain in C++'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-5672277256387575982</id><published>2008-10-27T21:25:00.005Z</published><updated>2008-10-28T09:51:06.102Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='C++'/><title type='text'>The Adventure Begins</title><summary type='text'>Sorry, but no code in this post, I want to clean it up a bit and get my ful lterrain shader into the mix first.What you can see in this clip though is my camera class and a basic terrain object. These classes are pretty much the same as the ones I have written in XNA just ported to C++, the shader is a simple blinn-phong shader.So, this is what it looks like at the moment:</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/5672277256387575982/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2008/10/adventure-begins.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5672277256387575982'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5672277256387575982'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2008/10/adventure-begins.html' title='The Adventure Begins'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-2574479543310413518</id><published>2008-10-16T10:15:00.003Z</published><updated>2008-10-28T09:50:45.519Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='C++'/><title type='text'>Not been here for a while....</title><summary type='text'>Well, it's been a while since I last posted here. As I am sure you know ALL my XNA blogging now occurs over at the XNA-UK User GroupI love XNA, in fact I am totally addicted to it and it has become something of an obsession so much so I decided this week to have a break and look at something else. So I have taken a look at using C++ with DirectX9....I know, not much different is it..So what I </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/2574479543310413518/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2008/10/not-been-here-for-while.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/2574479543310413518'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/2574479543310413518'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2008/10/not-been-here-for-while.html' title='Not been here for a while....'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-3030349856157311333</id><published>2008-01-04T16:48:00.000Z</published><updated>2008-01-04T16:53:30.866Z</updated><title type='text'>Update</title><summary type='text'>Yet more updates on the new blog, if you have not taken a look yet please do, you can find it hereAlso Dark Omen Games now has a new site as well as it's first XNA game release BreakThrough available for both the PC and the XBox 360.</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/3030349856157311333/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2008/01/update.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/3030349856157311333'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/3030349856157311333'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2008/01/update.html' title='Update'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-5292191957997948927</id><published>2007-10-23T21:54:00.000Z</published><updated>2007-10-23T21:55:35.281Z</updated><title type='text'>New Post on XNA UK</title><summary type='text'>Find the new post here.</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/5292191957997948927/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/new-post-on-xna-uk.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5292191957997948927'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5292191957997948927'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/new-post-on-xna-uk.html' title='New Post on XNA UK'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-1920277881919539547</id><published>2007-10-12T23:29:00.000Z</published><updated>2007-10-12T23:31:50.925Z</updated><title type='text'>Moving the Blog - New URL</title><summary type='text'>For those that would like to follow my XNA babbling further, the new blog will be here http://xna-uk.net/blogs/randomchaos</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/1920277881919539547/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/moving-blog-new-url.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/1920277881919539547'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/1920277881919539547'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/moving-blog-new-url.html' title='Moving the Blog - New URL'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-7662134062570168028</id><published>2007-10-12T20:44:00.000Z</published><updated>2007-10-12T21:08:50.362Z</updated><title type='text'>Moving the  blog</title><summary type='text'>Well it looks like I have taken the plunge over at the XNA UK User Group!Leaf offered to host my blog there a while back when my FTP issues started, and has also been gracious enough to host my FTP files. I think what they are trying to do there is a great idea, I think having a good XNA community in the UK is important to home brew development here and I am only too glad to be involved.There are</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/7662134062570168028/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/moving-blog.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7662134062570168028'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7662134062570168028'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/moving-blog.html' title='Moving the  blog'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-1100124098218418469</id><published>2007-10-05T12:15:00.001Z</published><updated>2007-10-05T12:18:10.727Z</updated><title type='text'>FTP - Fixed</title><summary type='text'>We have the FTP issue resolved now, so by all means download what you want.I do hope this is the last of my FTP troubles. Sorry for the hastle to all those that got the zips and found they had been corrupted, and thanks for your interest.</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/1100124098218418469/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/ftp-fixed.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/1100124098218418469'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/1100124098218418469'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/ftp-fixed.html' title='FTP - Fixed'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-9173351744588499261</id><published>2007-10-04T21:22:00.000Z</published><updated>2007-10-04T22:48:51.626Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='A.I'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><title type='text'>Generic XNA - A.I Finite State Machine</title><summary type='text'>I have a great book Programming Game AI By Example by Mat Buckland. The first chapter was an eye opener for me as it is a Maths and Physics Primer which is just what I needed, I have not used either of those parts of my Brain since 1988 and they are a bit whithered :PAnyway I digress. The next chapter is on Finite State Machines (FSM), I have a little experience of these having played with </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/9173351744588499261/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/generic-xna-ai-finite-state-machine.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/9173351744588499261'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/9173351744588499261'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/generic-xna-ai-finite-state-machine.html' title='Generic XNA - A.I Finite State Machine'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_M662VMUvojw/RwVg2muPjzI/AAAAAAAAAPw/oZo_OiZAMjA/s72-c/Patrol.JPG' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-8118696369045435636</id><published>2007-10-03T09:27:00.000Z</published><updated>2007-10-03T09:28:56.701Z</updated><title type='text'>FTP Woes...</title><summary type='text'>Looks like there is an issue with the FTP at XNA UK, some of you are getting corrupted zip files, I have not had the issue my self but they are looking at it now.</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/8118696369045435636/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/ftp-woes.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8118696369045435636'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8118696369045435636'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/ftp-woes.html' title='FTP Woes...'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-7354239386405947762</id><published>2007-10-02T13:57:00.000Z</published><updated>2007-10-02T14:34:14.732Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Water'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><title type='text'>Generic XNA - Ocean Shader</title><summary type='text'>I have moved this shader and it's associated class over to a generic XNA class. This should make it easier to bolt into your own projects should you not want to use the Randomchaos3DEngine as your base.See this post for reference: Source Example 5 - OceanGenericXNAOceanExample.zip</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/7354239386405947762/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/generic-xna-ocean-shader.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7354239386405947762'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7354239386405947762'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/generic-xna-ocean-shader.html' title='Generic XNA - Ocean Shader'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_M662VMUvojw/RwJVBmuPjyI/AAAAAAAAAPk/lIfZrC9sejY/s72-c/GenericOcean.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-1042116824757928535</id><published>2007-10-02T10:32:00.000Z</published><updated>2007-10-02T14:34:45.981Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Post Processing'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><title type='text'>Generic XNA - Under Water Post Process Effect</title><summary type='text'>I guess the idea for this came from Bioshock, a few weeks a go a friend of mine asked if it was possible for my to create an underwater post process effect for him (thanks for the idea Dave). I already had a shader from Microsoft (can't remember where I got it) that I used for a nice ripple effect on 2D images, so I thought I should be able to adapt that to do this effect. And that is exactly </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/1042116824757928535/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/generic-xna-under-water-post-process.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/1042116824757928535'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/1042116824757928535'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/generic-xna-under-water-post-process.html' title='Generic XNA - Under Water Post Process Effect'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_M662VMUvojw/RwIjHWuPjwI/AAAAAAAAAPU/XpqiRSf43FY/s72-c/UnderWaterPP.JPG' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-3199076818524168599</id><published>2007-10-01T20:54:00.001Z</published><updated>2007-10-01T21:17:29.991Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Custom Content Pipeline'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><title type='text'>Generic XNA - Content Pipeline Mod</title><summary type='text'>I have a few examples using custom pipeline code on here, now an issue I get a lot, mainly because I have next to no modeling skills, is when I try to use a new model that has been UV'd I get compile errors because the UV texture that is embedded in the model file is not present or in the right place. So I have to find the texture file reference in the model file and remove it, but some times the</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/3199076818524168599/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/generic-xna-content-pipeline-mod.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/3199076818524168599'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/3199076818524168599'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/generic-xna-content-pipeline-mod.html' title='Generic XNA - Content Pipeline Mod'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_M662VMUvojw/RwFjmWuPjvI/AAAAAAAAAPM/AVXVGAXqk-w/s72-c/CCPP.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-7696527379658064534</id><published>2007-10-01T14:01:00.000Z</published><updated>2007-10-01T14:05:41.170Z</updated><title type='text'>FTP - Sorted</title><summary type='text'>All my source is now hosted on the XNA UK User Group. I have updated the content pipline for the engine so that tangents are now calculated correctly, there is also now no references to disabled/removed classes.You can access the lot here, and I am now in the process of altering the links to the source on this blog.Hope you find it useful.</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/7696527379658064534/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/ftp-sorted.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7696527379658064534'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7696527379658064534'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/10/ftp-sorted.html' title='FTP - Sorted'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-7699557839456555574</id><published>2007-09-29T22:55:00.000Z</published><updated>2007-09-29T23:01:23.006Z</updated><title type='text'>FTP Update</title><summary type='text'>For those that care, I have finally sorted out an FTP server to host my downloads.I would like to thank both Leaf and Chr0n1x for there support :)I hope to get the files up to my new FTP server by the end of the week. The links, as they stand at the time of writing, are still dead and will time out.</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/7699557839456555574/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/09/ftp-update.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7699557839456555574'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7699557839456555574'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/09/ftp-update.html' title='FTP Update'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-2634262219499642602</id><published>2007-09-19T13:18:00.000Z</published><updated>2007-10-01T14:14:09.654Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><category scheme='http://www.blogger.com/atom/ns#' term='Shaders'/><category scheme='http://www.blogger.com/atom/ns#' term='Bump Mapping'/><title type='text'>Generic XNA - Bump/Normal Mapping</title><summary type='text'>Now I have had a hell of a game with this in the past and have now come across a few people who have had the same or similar issues that I have had. So I have decided to put up and example of how to do this. The example given on the Creators Club is great, but relies on you embedding your textures in the mesh you intend to bump. This is all fine, but if you have one model and you want to apply </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/2634262219499642602/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/09/generic-xna-bumpnormal-mapping.html#comment-form' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/2634262219499642602'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/2634262219499642602'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/09/generic-xna-bumpnormal-mapping.html' title='Generic XNA - Bump/Normal Mapping'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_M662VMUvojw/RvEi5eCp8-I/AAAAAAAAAOM/c3oTepYwMFo/s72-c/GenericExampleBumpNormalMapping.JPG' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-7147683400625453222</id><published>2007-09-15T18:42:00.000Z</published><updated>2007-09-15T18:44:10.573Z</updated><title type='text'>FTP Server Down!</title><summary type='text'>It looks like my FTP server is down so you can't download the source at the moment, sorry about this for those of you that have tried, once it is back up and running I will let you know.</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/7147683400625453222/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/09/ftp-server-down.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7147683400625453222'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7147683400625453222'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/09/ftp-server-down.html' title='FTP Server Down!'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-8331061218015629563</id><published>2007-08-17T21:20:00.000Z</published><updated>2007-10-01T14:13:26.347Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fog'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><category scheme='http://www.blogger.com/atom/ns#' term='HLSL'/><title type='text'>Generic XNA - SM3 Fog</title><summary type='text'>So here is the SM3 (&lt;!-- google_ad_section_start --&gt;Shader Model 3) HLSL &lt;!-- google_ad_section_end --&gt;fog. Now this is taken pretty much 99% from Leaf's example, but thought I would comment on how easy this technique is to put into your existing shaders.I also found that adding this to a &lt;!-- google_ad_section_start --&gt;shader&lt;!-- google_ad_section_end --&gt; pushes the operation count up a fair bit</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/8331061218015629563/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/08/generic-xna-sm3-fog.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8331061218015629563'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8331061218015629563'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/08/generic-xna-sm3-fog.html' title='Generic XNA - SM3 Fog'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_M662VMUvojw/RsDZYomb-yI/AAAAAAAAAL8/ggMTzCWSW28/s72-c/shaderFog.JPG' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-2629234487718520016</id><published>2007-08-16T07:36:00.000Z</published><updated>2007-08-16T09:52:05.129Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='SkyBox'/><category scheme='http://www.blogger.com/atom/ns#' term='Utilities'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><title type='text'>Generic XNA - How to get images from a cube map</title><summary type='text'>OK, may be a bit of an odd post, but I thought I would put it up any way. I have 2 methods for creating a &lt;!-- google_ad_section_start --&gt;skybox&lt;!-- google_ad_section_end --&gt; now, either by using 6 textured quads and positioning them around the camera at set distance and scale or using an inverted &lt;!-- google_ad_section_start --&gt;cube mesh&lt;!-- google_ad_section_end --&gt; and then applying a &lt;!-- </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/2629234487718520016/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/08/generic-xna-how-to-get-images-from-cube.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/2629234487718520016'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/2629234487718520016'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/08/generic-xna-how-to-get-images-from-cube.html' title='Generic XNA - How to get images from a cube map'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-4373154555837916824</id><published>2007-07-27T13:38:00.001Z</published><updated>2007-10-01T14:12:43.927Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><category scheme='http://www.blogger.com/atom/ns#' term='FPS Counter'/><category scheme='http://www.blogger.com/atom/ns#' term='PointSprites'/><category scheme='http://www.blogger.com/atom/ns#' term='3D Particles'/><title type='text'>Generic XNA - 3D PointSprite Particles</title><summary type='text'>The initial notion for this came from this site here where the author gives a basic example of a particle system. The particle shader used in this example is in fact from the very example posted there. I have tried to visit this link at the time of writing this post and it looks like the site is under development.As you can see in the example this &lt;!-- google_ad_section_start --&gt;particle system&lt;!</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/4373154555837916824/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/generic-xna-3d-pointsprite-particles.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/4373154555837916824'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/4373154555837916824'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/generic-xna-3d-pointsprite-particles.html' title='Generic XNA - 3D PointSprite Particles'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_M662VMUvojw/Rqn1cImb-tI/AAAAAAAAALU/89Jw9c0DyO4/s72-c/GenericParticleSystem.JPG' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-7251079205978219891</id><published>2007-07-26T19:59:00.001Z</published><updated>2007-10-01T14:12:17.558Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='SkyBox'/><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><category scheme='http://www.blogger.com/atom/ns#' term='Shaders'/><category scheme='http://www.blogger.com/atom/ns#' term='HLSL'/><title type='text'>Generic XNA - SkyBox</title><summary type='text'>So a sky box, having done the Hazy Mind tutorial and had a play with Riemers tutorials I decided to create my own skybox. I like the way both tutorials do there sky box's but I kind of like cube maps, it means I keep 6 textures in one place, have only one texture variable and so makes my life a little easier when passing textures to my skybox. So my version of a skybox uses a box mesh (the same </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/7251079205978219891/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/generic-xna-skybox.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7251079205978219891'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7251079205978219891'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/generic-xna-skybox.html' title='Generic XNA - SkyBox'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_M662VMUvojw/Rqj_J4mb-sI/AAAAAAAAALM/HWPcc4eA2So/s72-c/SkyBox.JPG' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-4932031145151712893</id><published>2007-07-26T13:02:00.000Z</published><updated>2007-07-26T19:58:27.890Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='XNA'/><title type='text'>Generic XNA</title><summary type='text'>Posts titled "Generic &lt;!-- google_ad_section_start --&gt;XNA&lt;!-- google_ad_section_end --&gt;" will have code methods and elements that can be bolted into mostly any &lt;!-- google_ad_section_start --&gt;XNA&lt;!-- google_ad_section_end --&gt; project. This will include classes that inherit from &lt;!-- google_ad_section_start --&gt;GameComponent, DrawableGamesComponent&lt;!-- google_ad_section_end --&gt; so they can just be </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/4932031145151712893/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/generic-xna.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/4932031145151712893'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/4932031145151712893'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/generic-xna.html' title='Generic XNA'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-7628470814820552469</id><published>2007-07-24T11:57:00.001Z</published><updated>2007-10-01T14:11:08.028Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fog'/><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><title type='text'>Source Example 6 - Fog SM 1.1 to 2</title><summary type='text'>This example shows the use of shader model 1.1 - 2 methodology for fog by using the render states.ControlsMouse to rotate camera.Arrow Keys to translate camera.F1 Switch Fog On.F2 Switch Fog Off.RC3DEFogSample1.zip</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/7628470814820552469/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-6-fog-sm-11-to-2.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7628470814820552469'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/7628470814820552469'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-6-fog-sm-11-to-2.html' title='Source Example 6 - Fog SM 1.1 to 2'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_M662VMUvojw/RqXysomb-rI/AAAAAAAAALE/32DDrRJPaQ0/s72-c/RC3DEFogSample1.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-1282131730282954075</id><published>2007-07-24T11:09:00.000Z</published><updated>2007-10-01T14:10:19.789Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Ocean'/><category scheme='http://www.blogger.com/atom/ns#' term='Water'/><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><title type='text'>Source Example 5 - Ocean</title><summary type='text'>Simply an example using the Ocean shader and class. ControlsMose to rotate the camera.Arrow Keys to translate the camers.F1 - F12 to alter Ocean paramters.F1 &amp; F2    Swich Alpha On/OffF3 &amp; F4    Alter Ocean ColorF5 - F10    Vary wave amplitude, frequency and bump heightF11 &amp; F12    Sparkle On/OffEscape to exit.RC3DEOceanExample1.zip</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/1282131730282954075/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-5-ocean.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/1282131730282954075'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/1282131730282954075'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-5-ocean.html' title='Source Example 5 - Ocean'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_M662VMUvojw/RqXnX4mb-qI/AAAAAAAAAK8/HQEu-Hz9GCg/s72-c/RC3DEOceanExample1.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-5795913712211538240</id><published>2007-07-24T10:09:00.000Z</published><updated>2007-10-01T14:09:40.736Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Terrain'/><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><category scheme='http://www.blogger.com/atom/ns#' term='Terrain Picking'/><title type='text'>Source Example 4 - Terrain</title><summary type='text'>So onto terrain, this example uses a height map 128X128 and is configured to use Riemers origional terrain shader (modified for the engine). Also included in this example are my terrain shaders along with the modified bump maped versions of these shaders and the associated textures.It also gives an example of the terrain picking and collision, again this is quite basic. ControlsMouse to rotate </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/5795913712211538240/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-4-terrain.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5795913712211538240'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5795913712211538240'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-4-terrain.html' title='Source Example 4 - Terrain'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_M662VMUvojw/RqXX9omb-pI/AAAAAAAAAK0/-lkRsG4uAK8/s72-c/RC3DETerrainSample1.JPG' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-5366279197389282286</id><published>2007-07-23T22:34:00.000Z</published><updated>2007-10-01T14:09:10.376Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mesh Animation'/><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><title type='text'>Source Example 3 - Mesh Animation</title><summary type='text'>Still showing the use of the model class, in this example we have an animated mesh (X format). Again this is another simple example using the RandomchaosContentPipelineManager to load the mesh's animation data and using the shader to animate the mesh. Both the context methods and the shader I found before MS released their mesh animation sample. I have had to put a sleep in there as the animation</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/5366279197389282286/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-3-mesh-animation.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5366279197389282286'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5366279197389282286'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-3-mesh-animation.html' title='Source Example 3 - Mesh Animation'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_M662VMUvojw/RqUty4mb-oI/AAAAAAAAAKs/ID6lbGBez6c/s72-c/RC3DModelExample3.JPG' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-5789875599790383089</id><published>2007-07-23T11:31:00.000Z</published><updated>2007-10-01T14:08:40.832Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><category scheme='http://www.blogger.com/atom/ns#' term='3D-2D Coords'/><category scheme='http://www.blogger.com/atom/ns#' term='BoundingSphere'/><category scheme='http://www.blogger.com/atom/ns#' term='BoundingBox'/><title type='text'>Source Example 2 - Scene Picking &amp; Targets</title><summary type='text'>Moving on from example 1 but sticking with the Model and Scene class, this example shows how to apply picking objects from the scene and also how to apply a targeting reticle to a model using the Get2DCoors method.For this to be done I have added the Randomchaos&lt;!-- google_ad_section_start --&gt;ContentPipeline&lt;!-- google_ad_section_end --&gt;Manager to the project, this gives the model class the </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/5789875599790383089/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-2.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5789875599790383089'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5789875599790383089'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-2.html' title='Source Example 2 - Scene Picking &amp; Targets'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_M662VMUvojw/RqSR9Ymb-nI/AAAAAAAAAKk/71QSSjbLmI0/s72-c/RC3DEModelExample2.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-6167305200314937336</id><published>2007-07-23T09:23:00.001Z</published><updated>2007-10-01T14:08:13.132Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><title type='text'>Source Example 1 - Basic Model</title><summary type='text'>Here is the first source code example, all it is is a simple &lt;!-- google_ad_section_start --&gt;model, skybox and camera implementation. This example comes with the model, two shaders, the skybox textures and the environment cubemap.&lt;!-- google_ad_section_end --&gt; The zip comes out at about 1.7MThe two shaders are:A basic Texture shader, this is taken straight from the HM tutorial.An Environment map </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/6167305200314937336/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-1.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/6167305200314937336'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/6167305200314937336'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/source-example-1.html' title='Source Example 1 - Basic Model'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_M662VMUvojw/RqRz24mb-mI/AAAAAAAAAKc/ioqRgNmWBus/s72-c/RC3DModelExample1.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-5162444885431866480</id><published>2007-07-22T12:54:00.001Z</published><updated>2007-10-01T14:06:57.162Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Source'/><title type='text'>Engine Design - Source</title><summary type='text'>Here is a link to the source for this engine. It is just the source so there are no models, textures or shaders in this zip, just the engine and the content pipeline processor for models, this has extras in it for giving each mesh in a mesh a bounding box and basic animation (*.X only I think)I will also put up a link in the right panel so you don't have to come back to this post and can access </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/5162444885431866480/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/engine-design-source.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5162444885431866480'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5162444885431866480'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/engine-design-source.html' title='Engine Design - Source'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-8223858982960600976</id><published>2007-07-21T23:21:00.001Z</published><updated>2007-07-26T13:02:15.756Z</updated><title type='text'>What's Next??</title><summary type='text'>Well, most of my work in XNA now is outside of the HM Engine so my posts from now on in will be more generic engine elements that you should be able to bolt into any XNA engine. I hope what I have posted has helped those of you that read this blog and not lead you down any dead ends or confused you. So what is next? Well I have a point sprite particle system that is now pushing about 10K of </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/8223858982960600976/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/whats-next.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8223858982960600976'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8223858982960600976'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/whats-next.html' title='What&apos;s Next??'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-8526859199436399775</id><published>2007-07-21T23:19:00.001Z</published><updated>2007-07-25T20:25:42.425Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Shaders'/><category scheme='http://www.blogger.com/atom/ns#' term='Fire'/><title type='text'>Engine Design - Fire</title><summary type='text'>Right,Here is the code for my fire, this fire effect is not to robust really, I need to do a little more work on it so I can have true volumetric fire, also I don't like the multi mesh approach I am using either so will probably play with the shader to get it to run on a single mesh. In short I am not happy with it yet, but I am posting it here so you can at least see what it does and it might </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/8526859199436399775/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/engine-design-fire_21.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8526859199436399775'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8526859199436399775'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/engine-design-fire_21.html' title='Engine Design - Fire'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_M662VMUvojw/RqKSpomb-kI/AAAAAAAAAKM/-zhZ9hFgOsw/s72-c/Fire1.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-3547565522717240466</id><published>2007-07-17T22:33:00.000Z</published><updated>2007-07-25T20:24:24.679Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fog'/><category scheme='http://www.blogger.com/atom/ns#' term='Shaders'/><category scheme='http://www.blogger.com/atom/ns#' term='HLSL'/><category scheme='http://www.blogger.com/atom/ns#' term='Semantics'/><title type='text'>Shader Fog</title><summary type='text'>Have found out how to do fog in the shader so this means that you can now have fog in your &lt;!-- google_ad_section_start --&gt;XBox 360 games as well as your Windows based games&lt;!-- google_ad_section_end --&gt;.As usual it is a matter of adding the right semantic and setting the correct renderstate in the shader.So, the code.Shader Model 1.1 - 2In your Shader's vertex return structure, add the </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/3547565522717240466/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/shader-fog.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/3547565522717240466'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/3547565522717240466'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/07/shader-fog.html' title='Shader Fog'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-6690048869375771147</id><published>2007-06-28T19:36:00.000Z</published><updated>2007-07-25T20:18:37.876Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Terrain'/><category scheme='http://www.blogger.com/atom/ns#' term='Shaders'/><category scheme='http://www.blogger.com/atom/ns#' term='HLSL'/><category scheme='http://www.blogger.com/atom/ns#' term='Bump Mapping'/><category scheme='http://www.blogger.com/atom/ns#' term='Normal Mapping'/><title type='text'>Engine Design - Terrain (Bump/Normal Mapping)</title><summary type='text'>Well, looks like my post on fire is on hold for now. So here is my &lt;!-- google_ad_section_start --&gt;bump/normal map&lt;!-- google_ad_section_end --&gt;ped terrain shaders and the modifications I made to my existing terrain object.Changes to the Terrain ClassFirst thing I had to do was figure out how to add tangents to the terrain &lt;!-- google_ad_section_start --&gt;Vertex Element&lt;!-- google_ad_section_end -</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/6690048869375771147/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/06/engine-design-terrain-bumpnormal.html#comment-form' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/6690048869375771147'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/6690048869375771147'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/06/engine-design-terrain-bumpnormal.html' title='Engine Design - Terrain (Bump/Normal Mapping)'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_M662VMUvojw/RoQZ2y4BJ2I/AAAAAAAAAHs/5wf4WvirA50/s72-c/Reimers1.JPG' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-2744251443846565806</id><published>2007-06-26T14:20:00.000Z</published><updated>2007-07-25T20:09:11.449Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Terrain'/><category scheme='http://www.blogger.com/atom/ns#' term='Bump Mapping'/><category scheme='http://www.blogger.com/atom/ns#' term='Normal Mapping'/><title type='text'>New Engine Component - Terrain With Bump Map Effect</title><summary type='text'>I know, I should be writing up the Fire class and shader, but I have been playing around with &lt;!-- google_ad_section_start --&gt;bump maps and normals&lt;!-- google_ad_section_end --&gt; and thought it would be a good idea to apply this to the terrain. I managed to do it using the shader from Reimers tutorial and modified it to render bump maps per terrain layer. Any way enough chat, here are some </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/2744251443846565806/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/06/new-engine-component-terrain-with-bump.html#comment-form' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/2744251443846565806'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/2744251443846565806'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/06/new-engine-component-terrain-with-bump.html' title='New Engine Component - Terrain With Bump Map Effect'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_M662VMUvojw/RoEhu9zQpsI/AAAAAAAAAG0/YZFixUy9JLs/s72-c/bumpedTerrain.JPG' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-206692445117901121</id><published>2007-06-14T11:58:00.000Z</published><updated>2007-07-25T20:01:56.270Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Ocean'/><category scheme='http://www.blogger.com/atom/ns#' term='Terrain'/><category scheme='http://www.blogger.com/atom/ns#' term='Water'/><category scheme='http://www.blogger.com/atom/ns#' term='Shaders'/><category scheme='http://www.blogger.com/atom/ns#' term='HLSL'/><title type='text'>Engine Design - Water (Ocean)</title><summary type='text'>Now, once I had a terrain object I thought it would be great to get a water model to go with it. I thought I would just use the terrain class and modify it so that it was flat. I then needed a shader to do my water effect, and being new to all this 3D stuff and &lt;!-- google_ad_section_start --&gt;HLSL&lt;!-- google_ad_section_end --&gt;, did not have the skills to write my own, so I had a mooch on line and</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/206692445117901121/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/06/engine-design-water-ocean.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/206692445117901121'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/206692445117901121'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/06/engine-design-water-ocean.html' title='Engine Design - Water (Ocean)'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_M662VMUvojw/RnE06tzQpdI/AAAAAAAAAE8/eyJ_zFgvqHQ/s72-c/Water1.JPG' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-5123381755834565473</id><published>2007-06-07T21:45:00.000Z</published><updated>2007-07-25T20:00:08.261Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Terrain'/><category scheme='http://www.blogger.com/atom/ns#' term='Picking Objects'/><category scheme='http://www.blogger.com/atom/ns#' term='Shaders'/><category scheme='http://www.blogger.com/atom/ns#' term='HLSL'/><category scheme='http://www.blogger.com/atom/ns#' term='Terrain Picking'/><title type='text'>Engine Design - Terrain</title><summary type='text'>&lt;!-- google_ad_section_start --&gt;Well this is my version of a terrain class for the Engine, it is a very simple class. I took the initial idea and I guess framework from Riemers Series 4 tutorial and got it to fit my engine. I added a few methods to it to make it a bit more user friendly, for instance there is a method to tell if an object has collided with the terrain object, there is a method </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/5123381755834565473/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/06/engine-design-terrain.html#comment-form' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5123381755834565473'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5123381755834565473'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/06/engine-design-terrain.html' title='Engine Design - Terrain'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_M662VMUvojw/RmiG2dzQpYI/AAAAAAAAAEU/Qg3C1pNPI3A/s72-c/Terrain1.JPG' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-281516639752373675</id><published>2007-05-29T08:39:00.000Z</published><updated>2007-07-25T19:59:10.596Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Picking Objects'/><title type='text'>Engine Design - Ray Picking</title><summary type='text'>&lt;!-- google_ad_section_start --&gt;Here I will show how I manage to pick 3D objects from the scene using the mouse. Now as you can imagine this can lead to a few issues, one of which is converting a mouses 2D coordinates to 3D coordinates that can be used in the scene.Before I give you the code (again) I will first try and explain how this method works. I use a very similar thing in my terrain </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/281516639752373675/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/05/engine-design-ray-picking.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/281516639752373675'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/281516639752373675'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/05/engine-design-ray-picking.html' title='Engine Design - Ray Picking'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_M662VMUvojw/RlvxyjFjSeI/AAAAAAAAACM/EIHVs8Ms5NQ/s72-c/picking.jpg' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-6610526817685543799</id><published>2007-05-19T21:05:00.001Z</published><updated>2007-05-21T11:03:33.120Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fog'/><title type='text'>Engine Design - Fog</title><summary type='text'>I thought I would post this class first as it is relatively simple to implement and can be put into any XNA engine and is not specific to the HM Engine.Right, the effect of this class can be seen in the earlier post I gave for fog. So without further a do, here is the class:   public sealed class Fog     {         public static Color FogColor;         public static bool FogEnable;         public </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/6610526817685543799/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/05/engine-design-fog.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/6610526817685543799'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/6610526817685543799'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/05/engine-design-fog.html' title='Engine Design - Fog'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-5319557398301004780</id><published>2007-05-10T10:28:00.000Z</published><updated>2007-05-10T10:34:33.907Z</updated><title type='text'>Engine Design</title><summary type='text'>Well I guess thats all the modifications I have made to the core elements. What I intend to document next are my additional objects and methods like how I am currently doing Fog, Ray picking, Terrain, Water, Fire, Sound and the particle system.</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/5319557398301004780/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/05/engine-design.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5319557398301004780'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/5319557398301004780'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/05/engine-design.html' title='Engine Design'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-1831988961534060809</id><published>2007-04-24T19:38:00.000Z</published><updated>2007-05-18T09:32:25.835Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mesh Animation'/><category scheme='http://www.blogger.com/atom/ns#' term='Anotation'/><category scheme='http://www.blogger.com/atom/ns#' term='Semantics'/><category scheme='http://www.blogger.com/atom/ns#' term='BoundingSphere'/><title type='text'>Engine Design - RCModel</title><summary type='text'>Now this class is probably the biggest deviation from the tutorial. I have added a number of fields and properties for my shaders, from the basic AmbientLightColor to and environment cube map, bump maps and height maps. I don't see any point in documenting these as they are pretty much run of the mill and are required for the shaders you use. So I am going to document the fundimental differences </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/1831988961534060809/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/engine-design-rcmodel.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/1831988961534060809'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/1831988961534060809'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/engine-design-rcmodel.html' title='Engine Design - RCModel'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-4518764576480798459</id><published>2007-04-22T21:18:00.000Z</published><updated>2007-07-25T19:58:14.214Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fog'/><title type='text'>New Engine Component - Fog</title><summary type='text'>Well, have been a little busy over the last few weeks, but have managed to get some time to have a play with &lt;!-- google_ad_section_start --&gt;XNA&lt;!-- google_ad_section_end --&gt; and have added &lt;!-- google_ad_section_start --&gt;Fog&lt;!-- google_ad_section_end --&gt; to my engine.I thought I would post a screen shot of it or two in action, I have posted my method on the HM forum and will go into more detail </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/4518764576480798459/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/new-engine-component-fog.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/4518764576480798459'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/4518764576480798459'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/new-engine-component-fog.html' title='New Engine Component - Fog'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_M662VMUvojw/RivUpg090TI/AAAAAAAAABM/eWVN3AazG3M/s72-c/Fog1.JPG' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-8168590736215496997</id><published>2007-04-15T19:57:00.000Z</published><updated>2007-07-25T19:57:08.821Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Shaders'/><category scheme='http://www.blogger.com/atom/ns#' term='Semantics'/><title type='text'>Engine Design - Shader, Textured Quad and Camera Objects</title><summary type='text'>&lt;!-- google_ad_section_start --&gt;RCShader &amp; RCShaderManagerI will start with the Shader classes. The ShaderManager is as the tutorial has it but has the Hashtable replaced with a Dictionary. Basically I have redefined the myShaders container and added a variable to manage the index like this:private static Dictionary&lt;string, RCShader&gt; myShaders = new Dictionary&lt;string,RCShader&gt;();private static </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/8168590736215496997/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/engine-design-shader-textured-quad-and.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8168590736215496997'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8168590736215496997'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/engine-design-shader-textured-quad-and.html' title='Engine Design - Shader, Textured Quad and Camera Objects'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-8123853105938075604</id><published>2007-04-08T20:46:00.000Z</published><updated>2007-07-25T19:56:34.330Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Picking Objects'/><title type='text'>Engine Design - Interfaces and RCScene</title><summary type='text'>The &lt;!-- google_ad_section_start --&gt;interfaces&lt;!-- google_ad_section_end --&gt; are pretty much as the tutorial has them, I have removed the set methods from the IRCHasMaterial interface as I didn't think they where of much use as I prefer setting fields in my objects with properties rather than using methods. I don't think there is any performance issue with it, it is just a personal </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/8123853105938075604/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/engine-design-interfaces-and-rcscene.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8123853105938075604'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8123853105938075604'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/engine-design-interfaces-and-rcscene.html' title='Engine Design - Interfaces and RCScene'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-2456409215686909325</id><published>2007-04-08T20:41:00.000Z</published><updated>2007-07-25T19:54:07.228Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='3D-2D Coords'/><category scheme='http://www.blogger.com/atom/ns#' term='BoundingBox'/><title type='text'>Engine Design - RCObject</title><summary type='text'>As mentioned before my engine is based on the HazyMind XNA tutorials. I think Mike's idea for the tutorial was to give people a sense of how to go about creating an engine in XNA. The tutorials do not necessarily tell you how you should do it but rather point you in the right direction.Tutorial 2 &lt;!-- google_ad_section_start --&gt;Scene Graph and Object Framework&lt;!-- google_ad_section_end --&gt; is </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/2456409215686909325/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/engine-design-rcobject.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/2456409215686909325'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/2456409215686909325'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/engine-design-rcobject.html' title='Engine Design - RCObject'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-3610201121736724587</id><published>2007-04-07T11:50:00.000Z</published><updated>2007-07-25T19:43:05.190Z</updated><title type='text'>The Randomchaos3DEngine</title><summary type='text'>What I intent to do is document what I have added to my engine. This will include where it deviates from the original source in the Hazy Mind tutorial.Here is a list of some of the things I have added and/or changed in my engine:NamespaceAltered Namespaces, classes have a prefix of RC rather than HM, probably not worth a mention but if you read any of my code snippets you might think, "where did </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/3610201121736724587/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/randomchaos3dengine.html#comment-form' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/3610201121736724587'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/3610201121736724587'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/randomchaos3dengine.html' title='The Randomchaos3DEngine'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-291905786088231677</id><published>2007-04-03T13:20:00.000Z</published><updated>2007-07-25T19:41:24.822Z</updated><title type='text'>XNA Development</title><summary type='text'>Well I am still busy playing with &lt;!-- google_ad_section_start --&gt;XNA&lt;!-- google_ad_section_end --&gt;. I am well into my engine now thanks to Mike Schuld's HazyMind Tutorials, with out this site I would never have got of the ground.I thought I would post up some images of what my engine can do, the images show the steady progression of the engine. I have done my best to put the images in </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/291905786088231677/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/well-i-am-still-busy-playing-with-xna.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/291905786088231677'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/291905786088231677'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/04/well-i-am-still-busy-playing-with-xna.html' title='XNA Development'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_M662VMUvojw/RhJV6fGEYjI/AAAAAAAAAAM/dmoqmHJbzbE/s72-c/myfirstbloom.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-8772731085565576835</id><published>2007-02-23T16:27:00.000Z</published><updated>2007-04-03T15:05:38.822Z</updated><title type='text'>Blogger....</title><summary type='text'>Well what do you know, I am actually going to start using this blog! I am intending to use this blog as my record of learning XNA. for those of you who don't know what XNA is, it's a programming framework for writing computer games for the PC and the XBox360. I am totally new to games development but I am eager to learn...Watch this space, you never know I might actually put some stuff up here </summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/8772731085565576835/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2007/02/blogger.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8772731085565576835'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/8772731085565576835'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2007/02/blogger.html' title='Blogger....'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32321530.post-115494511372903373</id><published>2006-08-07T10:03:00.000Z</published><updated>2006-08-07T10:50:04.250Z</updated><title type='text'>The things you have to do...</title><summary type='text'>What a palava just to post on JC's travel site!!!I hate having to join stuff just to post on someones site. Jon, you know how to pick em!</summary><link rel='replies' type='application/atom+xml' href='http://randomchaosuk.blogspot.com/feeds/115494511372903373/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://randomchaosuk.blogspot.com/2006/08/things-you-have-to-do.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/115494511372903373'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32321530/posts/default/115494511372903373'/><link rel='alternate' type='text/html' href='http://randomchaosuk.blogspot.com/2006/08/things-you-have-to-do.html' title='The things you have to do...'/><author><name>Charles Humphrey</name><uri>http://www.blogger.com/profile/10935746329039730399</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://2.bp.blogspot.com/_M662VMUvojw/SQeOEa43lnI/AAAAAAAAARY/K6xoHGzIifo/S220/blogMe.jpg'/></author><thr:total>0</thr:total></entry></feed>
