Archive for the ‘XNA’ Category

F# With XNA Game Studio

Posted: April 5, 2011 in F#, Game Programming, Programming, XNA
Tags: ,


I’m currenly trying how to create XNA game with F# and the result is quite interesting :)  This experiment  was using Windows 7 x64, .NET 4.0, and XNA Game Studio 4.0

First step is creating F# Application using Visual Studio 2010

Then in your project expoler add references to XNA 4.0 libraries

Write code below in your Program.fs

open System
open Microsoft.Xna.Framework
open Microsoft.Xna.Framework.Graphics
open Microsoft.Xna.Framework.Input

type Game1() as this =
    inherit Game()
    let graphics = new GraphicsDeviceManager(this)

    let mutable spriteBatch = null
    let mutable texture = null

    override Game.LoadContent() =
        spriteBatch <- new SpriteBatch(this.GraphicsDevice)

    override Game.Update gameTime =
        base.Update gameTime

    override Game.Draw gameTime =
        base.Draw gameTime

let g = new Game1()
try g.Run()
finally g.Dispose()

Already finished? Here’s the result when you run the program :

And… the result is ugly weird blue window :) since code above is just basic of XNA implementation in F# :)


Farseer a open source physics engine which can be implemented in .NET Framework. Farseer can be implemented in XNA (sadly only for 2D Application), Silverlight/WPF, and brand new mobile patform Windows Phone 7. This engine is quite interesting, it has many features of physics simulation , for examples,  collission, rigid body, ragdol, dynamics, friction, etc. You can download this engine here.

Jensen Walker, it is a simulation of Jensen’s spider robot.


Familiar example, a physics car racing.


Advanced dynamics, hey, it’s World of Goo !

Goblin XNA is an open source platform for creating 3D user interface especially for augmented reality application. It has BSD licence and written using C# language under .NET Framework. Currently, Goblin XNA ver 3.5.1 just supports .NET 3.1 and XNA 3.5 (Goblin XNA ver 4.0 for XNA 4.0 will be released in this year). Goblin XNA is a framework to create graphics system for manipulating scene and rendering that blend realilty and virtual objects. In addition, Goblin XNA supports for 2D components.

Goblin XNA works with video stream from camera or webcam as input. With this video stream, Goblin XNA will detect for marker in physical environment using tracking system. After marker is detected, Goblin XNA will generate transformation matrix from marker’s relative position to camera.

Goblin XNA is not pattern recognition libary for marker tracking. Therefore it uses ALVAR Wrapper for its marker tracking feature. ALVAR is marker-based augmented reality library created by VTT of Finland. ALVAR Wrapper is default marker tracker for Goblin XNA but developers is able to use customized tracker library such as ARTag or ARToolkit.

Goblin XNA’s system takes form of scene graph which very similar to OpenSG ( Scene Graph is groups of nodes that form n-tree hierarchy. This hierarchy will create parent-child relationship for each node. Every node only has one parent (root node is the only exception) and it is possible to have 0-n children(s).

Here are some of images of my game, AR Defense :)

Enemies are spawned from four portals and they have objective to destroy main bases.

It’s me beside the marker board, looking at the computer screen :)

Yup, its Danbo :)

Another point of view…

Using cards to summon more defense unit to attack enemies

Robot Attack !!!

Posted: November 22, 2010 in Game Programming, XNA
Tags: ,

This is my AR Demo at Road To Imagine Cup 2011, using the latest Goblin XNA library, version 3.5 Beta

This version also have some improvements, for example, particle effects that you can see below

Credits :

This is my current implementation of my Augmented Reality Project using Goblin XNA, simple one (it is just displaying one 3 model and shadow mapping implementation), but i hope in next time can update my progress with video :P

nb : thanks to Adityo Marhananto for 3D Model

XNA 4.0 CTP Released

Posted: March 24, 2010 in Game Programming, XNA
Tags: ,

Hot news !!! Microsoft has released Windows Phone Developer Tools CTP, The same powerful and easy to use Visual Studio integrated developer environment (IDE) handles from design to testing of Windows Phone 7 Series phone applications. Of Cource, it is also include XNA 4.0 Game Studio CTP

The Windows Phone Developer Tools CTP includes the following
  • Visual Studio 2010 Express for Windows Phone CTP
  • Windows Phone Emulator CTP
  • Silverlight for Windows Phone CTP
  • XNA 4.0 Game Studio CTP


Okay, in this article, I will discuss about how to deploying XNA game into Xbox 360 console >:)
As you develop your Xbox 360 games, it is convenient to deploy your executable to your gaming console for testing purposes.

We will begin these steps:

1. You MUST have an original Xbox 360 with a hard drive for your Xbox 360 console to be able to develop XNA  games.

2. You MUST have XNA Creator Club Premium Membership Or Trial Membership.


Here i want to share my experiences with my team when developing games for the Dream Build Play 2010 competition. Our team total of seven people (In fact there used to be ten people and six other people resign themselves because of their final assessment, now left only four people and there are three new people join). Here my role as a 3D programmer whose job taking care of 3D Visualization such as Skydome, Particle Effects, cameras and so on (Fairly complicated because i must deal with the concept of computer graphics, etc… of course… Vector3 )

Okay… we make games titled A.R.M. Card which is an improved version of our previous games. A.R.M. Card is an extension of the Auto Rebuild Machinery. Genre of A.R.M. Card itself is a combination of card games and turn based strategy (like Final Fantasy Tactics). The story set in the future, wars,  using machines that comes from the card and can be regenerated (like Yugi-Oh, it’s not the monster that came out but the War Machine:))) This war machines in the form of aircraft in may different shapes (it is cool anyway).

In story short, this game actually has started to be developed since early December, the beginning of this game is a final task of Game Developing courses. Well … because this game was made with very very hard work … it was decided also to be included to Dream Build Play 2010 competition. At first I was shocked because the deadline schedule advanced to March 3 .. shit … how come the committee advance the schedule, last year, the deadline date of August 6.

Apparently, in January the game development process is quite prospective… we managed to recruit great photoshop designers, digital music artists, and 3D modeling artist, and of course the remaining 4 programmers from the former team earlier (including me). Plus we have two Xbox 360 machines to test our game.

But the development process began to appear much difficult, some of our members are, especially some of our prorammer got “lazy” disease as a result -__-, H-5 before the deadline, there are still a lot part of the game that have not been resolved, for 3 days before the deadline, we continue to work overtime. .. in the final seconds of deadline …network still buggy, unfinished menu (waahhh… @_@).

Finally we succeeded submit the game, although there are still many shortcomings here and there:))
Our plan, the development of this game will continue to proceed because it will be included into the local IT competition (rather than useless .. haha)…

A.R.M. Card
To Be Continued …

Credit :

  1. Mario as Project Manager
  2. Azer as myself as 3D Programmer
  3. Ony as Network Programmer
  4. Nucleux as UI Programmer
  5. 7thHeaven as Music Composer
  6. Hime-Sama as 3D Modeller
  7. Rendi as 2D Art Designer

XNA 4.0 Will be Available in Fall 2010 ?

Posted: February 20, 2010 in XNA

I get a fresh news in this morning, Microsoft will be launch XNA 4.0 in this year, rumor says it will be relased in (or after) Fall 2010, however, XNA 3.x will be released in few weeks. For now, Microsoft still not announced it officially and the information about XNA 4.0 is still very little.

Some opinions says that XNA 4.0 will be compatible with .NET 4.0, and of course Visual Studio 2010. What i  really expect is… will XNA 4.0 have features for Project Natal?  I hope so… :)