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Member Avatar for berben11

Hello Everyone! I just wanted to point out a helpful hint based on an error I ecountered while installing the 'Worldtool' for the Sim 3. If you try to install this with the copy of the 'Steam' version of the game, you will run into this weird error with it …

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Hey, so I just created a new Youtube video with some highlights about my new Indie game "Temporal Wars". I have been trying to get this cool game out for over a year now!! But the Xbox indie reviewers are tough! Which is good, but this is like 5 times …

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This short Youtube is about the creation of event#2 for the XNA Indie game -PumpkinToss-. Ben

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My XNA Indie game engine "TemporalWars" code is now available on CodePlex -> http://temporalwarsindieeng.codeplex.com. You can download the engine, which is in C#, and build indie game for Microsoft's XNA platform. Ben

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Hello Everyone! ![PumpkinToss_TestRun__600x341_05292012](/attachments/large/3/PumpkinToss_TestRun__600x341_05292012.jpg "PumpkinToss_TestRun__600x341_05292012") A simple idea, like tossing some pumpkin in XNA can take some time and thought to complete. I originally started my Indie game engine "Temporal Wars" back in 2008 with the idea of creating a specific Real-Time-Strategy game. Now, in 2012, I decided to change gears …

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Member Avatar for berben11

When I first started programming my TemporalWars 3D game engine in 2008, very few interfaces were used. However, as the program grew in complexity I quickly realize the importance of compartmentalizing code and abstracting the connections to those units using ‘Interfaces’. For those who are not aware of what an …

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Hi All! Been working on the following XNA game engine for the past 3 years… [B]See website for pics and videos;[/B] [URL="http://www.temporalwars.com/dotnetnuke/Home.aspx"]http://www.temporalwars.com/dotnetnuke/Home.aspx[/URL] [URL="http://www.temporalwars.com/dotnetnuke/GameEngine.aspx"]http://www.temporalwars.com/dotnetnuke/GameEngine.aspx[/URL] Contains the following features; Graphics * Per-pixel dynamic lighting * Normal occlusion mapping * Reflection handling * Powerful explosions, fire, and smoke particle systems * Glow post …

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