Skinned Model Sample (XNA 4.0)
Shows how to import and play animated models with Hilva XNA Graphics Engine. The sample is now updated to use lastest build of Hilva. It will show you how to play animations on an skinned model, update the bone hierarchy transformations and to draw a debug skeleton with lines.
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Deferred Rendering Sample (XNA 3.1)
Shows how to render scene without any lights and then add lighting to it, using Deferred Rendering feature of Hilva XNA Graphics Engine.
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Omnidirectional Shadow Mapping Sample (XNA 4.0)
The sample covers dynamic generation of omnidirectional shadow maps based on a point light. It also features different shadow smoothing techniques such as VSM and PCF.
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Parallax Mapping Sample (XNA 3.1)
Parallax 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.
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Shadow Mapping Sample (XNA 4.0)
The sample demonstrates how to add a dynamic light to the scene and generate dynamic shadows for scene objects based on the light in your XNA games.
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Post Process Sample (XNA 4.0)
In this sample you’ll learn to add post process (screen) effects to entire the scene in your XNA games. The sample features Radial Blur, Smart Blur, Twirl, Pixelate, Ripple, Pinch, Bloom, Gloom, Sepia and many other effects. You can also disable the post effect to see the original scene without any processing on it.
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Custom Material Sample (XNA 4.0)
This sample shows how to build a custom material using XNA's Effect class and Hilva's base classes.
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