Jeff Harris

Software engineer, hobbyist game developer

Need For Speed in XNA

As the title suggests, I’m working on an XNA-powered Need for Speed game.

It reads in the original Need for Speed 1 data files (using specs found here) and renders it out in full XNA goodness - 1024x768, anti-aliasing, motion blur etc.

I thought it would be an interesting test - would an amateur using XNA be able to replicate a 10 year old game, which for its time was pretty groundbreaking?)

The jury’s still out on that one, but so far I have a complete track and vehicle renderer, complete with animating scenery and skybox.

I am currently working on the car physics, using this as a starting point.

Screenshots of the original game


Platform Jumper Screenshots

Platform Jumper is a fun little game I’ve been working on for the last week. The aim is to jump around the blocks with an FPS view and pick up all the coins. There are some special blocks, like Bouncers and Elevators.

I’ve been working on it for about a week and a half to learn XNA. I have previously used DirectX and C++ so most of the concepts are familiar.

I’m finding XNA is a really nice library to code against compared to DirectX. Things like Mouse.GetState() and Keyboard.GetState() just make sense. Its many, many more lines of code with DirectX to get the same result.

Heres a couple of screenshots

The demo features a randomly generated map with 10 coins to pick up.

Controls: Jump: Right-mouse or ‘A’ button Move around: WASD or left thumbstick Look around: Mouse or right thumbstick