Articles about c#’

Feb 16, 2011

OpenSceneGraph Level of Detail Management

Posted by Dennis in 3D 1 comment

I managed to get my head around the basics of OpenSceneGraph by reviewing the book OpenSceneGraph 3.0 Beginner’s Guide. I picked up a few things that were very interesting. OSG has a very convenient way of using an optimisation technique called Level of Detail management. Simply said: when an object is far away from the [...]


Dec 1, 2010

Kinect & Augmented Reality

Posted by Dennis in 3D, Kinect 2 comments

My second OpenKinect experiment. OpenCV is used to recognise the print on the Obey t-shirt. The center of the rectangle that contains the recognised object is used to get the depth value from Kinect’s depth buffer. Two other depth values are then used to get the current y rotation. I know scaling and rotation can [...]


Nov 29, 2010

Goin’ Bananas with Kinect, OpenKinect, C++ & Irrlicht

Posted by Dennis in 3D, Kinect 2 comments

Finally got to mess around with the Kinect I bought. It’s a great opportunity to do something non-web, non-device based. My first experiment with it is absolutely useless but it gave me the opportunity to familiarise myself with OpenKinect, Irrlicht (3D engine) and C++. Here’s the result: The video quality is rather poor and sped [...]


Dec 8, 2009

Book Review: Unity Game Development Essentials

Posted by Dennis in 3D 1 comment

Flash offers a lot of cool features to play with. The last few years we’ve seen an abundance of 3D engines which have all been optimised to run on a very limited platform. The results are very impressive and have spawned many ground breaking and visually stunning online experiences. Despite all this many developers are [...]


Apr 2, 2009

Using an Alchemy generated texture on a 3D object

Posted by Dennis in 3D, ActionScript, Flash 6 comments

Here’s how a texture that is generated by Alchemy can be used by a 3D engine like Sandy. Watch the example here. The C code: #include <stdlib.h> #include <stdio.h> #include <math.h> #include “AS3.h” int* palette; int* plasma; int* newPlasma; int width; int height; AS3_Val generatePlasma(void* self, AS3_Val args) { int x, y, r, g, b, [...]


Mar 12, 2008

Programmatic drawing with Silverlight 2 Part 3: Simple Animation

Posted by Dennis in Uncategorized 6 comments

This example shows you how you can make a simple line animation in Silverlight 2. There isn’t much documentation about this yet, so it took some figuring out on how to do this correctly. Basically these are the steps to create an animation: Create a Storyboard object Set the Storyboard’s Duration property Create a DoubleAnimation [...]


Mar 4, 2008

Silverlight 2 Beta 1 C# Truchet Tiling

Posted by Dennis in Uncategorized 4 comments

Truchet Tiling is an easy way of creating random patterns. See what it looks like here. using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; namespace Truchet3 { public partial class Page : UserControl { public Page() { InitializeComponent(); drawTiles(40, Colors.Black); } private void [...]


Mar 3, 2008

Programmatic drawing with Silverlight Part 2: C#

Posted by Dennis in Uncategorized 6 comments

In one of my previous posts I explored how programmatic drawing with Silverlight 1.0/JavaScript worked. It was done by constructing a XAML string and inserting it into the XAML hierarchy. Not a nice way of doing things, imho. Fortunately Silverlight 1.1 alpha offers the possibility to use C#. This way there’s no need to construct [...]


Feb 25, 2008

Tweening Silverlight with JSTweener

Posted by Dennis in Uncategorized 5 comments

I do most of my ActionScript tweening with the easy-to-use Tweener class. Tweener has been ported to JavaScript so that means it can be used with Silverlight 1.0. This port is called JSTweener and its syntax is identical with Tweener for ActionScript. The most basic tweening example looks like this: JSTweener.addTween( myObject, { x: 30, [...]