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Re: XNA 2..0 vEngines
[Re: XNASorcerer]
#228820
09/22/08 20:06
09/22/08 20:06
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Joined: Nov 2005
Posts: 1,007
jigalypuff
Serious User
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Serious User
Joined: Nov 2005
Posts: 1,007
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http://www.neoaxisgroup.com/index.htmengine based on xna, looks pretty good so far but still in development.
Why does everyone like dolphins?
Never trust a species which smiles all the time!
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Re: XNA 2..0 vEngines
[Re: XNASorcerer]
#228832
09/22/08 20:59
09/22/08 20:59
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Instead of paying and spend time learning another engine, just use that time to learn XNA. It will be the same time! At least it was with me... It looks interesting. But I am still not convinced. Most XNA-projects miss good scene-management, lights and shadows. There are the usual problems with collision and rendering big worlds. I have no problem to program my own AI system, but programming everything else like scene-management, light-system and much more is simply too much. I also wonder why there are no big projects made with XNA.
Models, Textures and Games from Dexsoft
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Re: XNA 2..0 vEngines
[Re: Machinery_Frank]
#228888
09/23/08 09:45
09/23/08 09:45
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Joined: Aug 2006
Posts: 652 Netherlands
bstudio
User
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User
Joined: Aug 2006
Posts: 652
Netherlands
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I figure it would be a lot easier to create scene-managment in C# and XNA, at least from what my experiences tell me, but hell that was quite a simple octree scene managment system, and thus not really efficiënt. I also wonder why there are no big projects made with XNA. Maybe people still believe that C++ and directX will give them a great speed advantage (ok, the speed will go up a little, but it's not even that much anymore). I personally think that projects with C# and XNA would be more managable.
BASIC programmers never die, they GOSUB and don't RETURN.
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