Hilva XNA Graphics Engine Realtime shading and rendering library for Microsoft XNA

Post Process Sample Updated.

Posted on March 1, 2010

Post Process Sample has been updated to feature more screen effects including Twirl, Sepia and Bloom effects. Please download the newly updated sample from Tutorials page.

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Skinned Model Sample

Posted on March 1, 2010

A new tutorial showing how to load and play Skinned Model animations has been added to Tutorials page.

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Hilva XNA Graphics Engine v1.7.0.2

Posted on March 1, 2010

Hilva XNA Graphics Engine v1.7.0.2 has just released and can be downloaded from Downloads page.

Release notes for this version:

  • A new implementation of High Dynamic Rendering pipeline.
  • Added support for Biovision Hierarchy (BVH) motion files.
  • Improved animation playback for skinned models to support bone-name instead of bone-index.
  • Model class splitted into StaticModel and SkeletalModel. This may break your current codes.
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Hilva XNA Graphics Engine v1.7.0.1

Posted on February 15, 2010

Hilva XNA Graphics Engine v1.7.0.1 has just released. This version adds Twirl post process effect, fixes a bug and has few optimizations.

Please visit Downloads page to see release notes and download the newest version.

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Deferred Rendering Sample (XNA 3.1)

Posted on January 29, 2010

Deferred Rendering SampleAnother sample covering deferred rendering with Hilva XNA Graphics Engine is placed on the tutorials page. Refer to that page and download the sample.

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Hilva XNA Graphics Engine version 1.7 released

Posted on January 29, 2010

Hilva XNA Graphics Engine version 1.7 has just released and is ready for download. There are some performance optimizations in the new version. Also few basic AI modules added to the engine, but Path Finding is postponed for future releases. HDR rendering has temporarily removed from this version.

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Hilva & Artificial Intelligence

Posted on December 7, 2009

I am proud to unleash next release of Hilva will possess some AI modules
such as Graphs, Graph Searches, A* Path Finding and Finite State Machines (FSM). All of the modules will have a generic design, enabling third party applications/libraries to extend its class library using interfaces. Fuzzy Logic is scheduled for future releases.

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Omnidirectional shadow mapping in Hilva (XNA 3.1)

Posted on December 4, 2009

Omnidirectional shadow mappingThe sample covers generation of omnidirectional shadow maps based on a point light. It also features different shadow smoothing techniques such as VSM and PCF.

Download omnidirectional shadow mapping sample.

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Hilva & parallax mapping material (XNA 3.1)

Posted on December 3, 2009

Parallax mapping materialParallax Mapping is rendering technique to create virtual bumps on a flat surface based on a normal map and height map texture. This sample shows you how to use Hilva's parallax mapping feature to bring more visual stimulation to your XNA games.

Download parallax mapping sample.

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Post Process sample for Hilva (XNA 3.1)

Posted on November 26, 2009

Ripple post process effectIn this sample you'll learn to add post process (screen) effects to entire the scene in your XNA games. The sample features Radial Blur, Pixelate, Ripple and Smart Blur. You can also disable the post effect to see the original scene without any processing on it.

Download the sample.

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