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RamdomChaos Generic XNA - Volumetric Clouds IX Posted by: NemoKradXNA
Video duration: 607 seconds So, more clouds I guess, now with some color variation and the start of formation and disipation...long road this one... Related: clouds, randomchaos, volumetric, xna |
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RandomChaos Generic XNA - Volumetric Clouds VIII Posted by: NemoKradXNA
Video duration: 152 seconds Just more of the same, just added my infant Physics engine to it, still much to do, will I ever sleep again???? Related: clouds, randomchaos, volumetric, xna |
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ReMix 08 VI Posted by: NemoKradXNA
Video duration: 205 seconds This is where I was upto about a week ago, the 23rd of August. Related: randomchaos, remix08, xna |
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RandomChaos 3D Engine Physics Posted by: NemoKradXNA
Video duration: 79 seconds Still not got it right, but thought I would post a progress clip. Physics hurts.....lol Related: 3d, engine, randomchaos, xna |
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RandomChaos 3D Engine with C++ Posted by: NemoKradXNA
Video duration: 122 seconds So, I have started to dabble with C++, I intend to port my XNA C# code over to C++, should be interesting eh... Related: 3d, c++, chaos, engine, random |
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RandomChaos Generic XNA - Volumetric Clouds VII Posted by: NemoKradXNA
Video duration: 337 seconds Well done a bit more work to it and added my dynamic sky sphere. This clip shows them both in action, flying through day and night. Related: clouds, randomchaos, volumetric, xna |
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RandomChaos 3D Terrain in C++ Posted by: NemoKradXNA
Video duration: 136 seconds So, this is the next clip in my C++ adventure. I have now got my XNA terrain shader working in my C++ implementation. Good stuff eh! Related: 3d, c++, engine, randomchaos |
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RandomChaos 3D Engine - More Testing Posted by: NemoKradXNA
Video duration: 203 seconds So, I have added some more post processing effects, also a basic terrain. This was to show the interaction of the post proecssing, with the terrain and the GSM. The post processing can be inclusive or exclusive of the GSM and the GSM can also be playing it's own post preocessing. I have added my physics engine, but that will be for another clip. Related: 3d, engine, randomchaos, xna |
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RandomChaos Generic XNA - Water Shader Posted by: NemoKradXNA
Video duration: 157 seconds I can't remember where I found this shader, but I am glad I did. I think it has the same functionlaity as the NVIDIA shader, but the perf is better. Related: generic, randomchaos, water, xna |
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RandomChaos Generic XNA - Volumetric Clouds VI Posted by: NemoKradXNA
Video duration: 255 seconds Clip number six. I have altered the sprite sheet and am now using Ninians sprite sheet, this is a sheet full of alpas and so had to alter the shader a little. The effect I think is a more natural looking cloud. I have also added some terrain to give a point of reference. Related: clouds, randomchaos, volumetric, xna |
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RandomChaos Generic XNA - Volumetric Clouds IV Posted by: NemoKradXNA
Video duration: 182 seconds In this clip I am showing the two particle types the system now supports. PointSprites and now Billboards. Related: clouds, randomchaos, volumetric, xna |
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ReMix 08 IV Posted by: NemoKradXNA
Video duration: 187 seconds Four days later I had got to this stage. Particles and bullets Related: randomchaos, remix08, xna |
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RandomChaos 3D Engine - Physics Posted by: NemoKradXNA
Video duration: 69 seconds This is the initial integration of my current physics engine. It still has a few bugs which I intend to iron out before I finish off the rigid body physics, then on to rag doll.... Oh, and before you mention it, yes I know the clip needs some friction in there :P Related: 3d, engine, randomchaos, xna |
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RandomChaos Generic XNA - Fire Posted by: NemoKradXNA
Video duration: 84 seconds Well, have had a flame shader by NVIDIA for a while now and have not really been able to implement it too well. Think I may have got a use for it now. Related: fire, randomchaos, xna |
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RandomChaos Generic XNA - Volumetric Clouds V Posted by: NemoKradXNA
Video duration: 146 seconds In this fifth clip I am showing a cloud field built using a single cloud object and how I have altered the shader to give better fly throughs. Related: clouds, randomchaos, volumetric, xna |














