This example shows how to use shaders to achieve a per-pixel bump mapped effect for your sprites. It's pretty spiffy if I do say so myself.
Note that this example requires a shader model 2.0 (or better) video card. Anything else will throw up an error.
This is an image from the stupid particle emitter. Note the neat-o trails.
This is a new Visual Basic.NET example in the Ionian release of Gorgon. It shows how to use shaders and other junk while in VB.NET. The shader is pretty neat in that it generates soft shadows by passing the sprite into the shadow creation utility class. While it is pre-rendered by the shader at startup, it can be used for realtime softshadow generation or even be modified to allow blurring of images.
This is an example from the upcoming 1.1.x (Ionian) release of Gorgon. There's an interface present that will allow plug-in developers to hijack the renderer and put in their own rendering code that can live side-by-side with Gorgon (as seen by the sprite in the corner). This new plug-in interface will allow users to have access to the underlying SlimDX/D3D objects that Gorgon uses to render. Pretty nifty hey?
This is an example showing how to use the depth buffer to depth sort your sprites. In this image the character is behind the icicle. The order of code goes like this:
_character.Draw(); _icicle.Draw()
As you can see, the character is clearly drawn before the icicle, and thus will be placed behind the icicle...
continued on image below...
And here we see the character is clear in front of the icicle. The order of drawing hasn't changed, but by setting the character depth to be less than that of the icicle the depth buffer will force the character to draw over the icicle.
This is the sample from the GUI framework example. The GUI system is very stripped down and is really only provided as a proof of concept. If anyone would like to create a proper GUI subsystem for Gorgon, I'd really appreciate it.
This is the first animation from the animation example. It shows how to set up a custom animation through code and play it back and also how to switch between multiple animations for a single sprite.
This is an example that uses the sprite mesh functionality, which, like the particle system is a complete ripoff of HGE functionality.
The sprite mesh is merely a sprite subdivided into smaller rectangles. The connection points of these rectangles can be manipulated to "warp" portions of the sprite. This will allow the user to perform special effects without having to resort to image-frame based animation.
Obviously, it looks much better when animated.
I drew all the graphics on a piece of paper and scanned them in. I think this blows away crysis.