XNA 2..0 vEngines

Posted By: AlbertoT

XNA 2..0 vEngines - 09/19/08 23:29

Hello

I am learning XNA 2.0 and I really like it

However I think that it is still a too basic application
For an hobbyest programmer it is still hard to go beyond a simple game
In other words a game engine is needed
There are 3 engines, as far as I know, which are based on XNA 2.0
They are

Torque x
Blade3D
Visual3d.net

Did you try them ?

My top priorities,in order of importance, are :

Stability - flexibility - ease of use - advanced graphic features

My favourite , at a first glance, is Torque x
but I would like to know your opinion

Blade looks like a bloated engine while Visual3d seems to be still an unfinished amd unstable engine.

Thanks in advance
Posted By: nalan

Re: XNA 2..0 vEngines - 09/20/08 01:17

I think the Torque is a very good game engine,And not too expensive.
XNA 2.0 is easy to use,Although I did not use it, but I feel it is not professional..
Posted By: ratchet

Re: XNA 2..0 vEngines - 09/20/08 10:53

And if i remmeber well Torque X have a world editor in the plans !
Posted By: Nexus_1944

Re: XNA 2..0 vEngines - 09/20/08 13:27

try www.visual3d.net is the best what i have see for XNA, is complete game editor with cool stuff and is for free.
Posted By: AlbertoT

Re: XNA 2..0 vEngines - 09/20/08 16:56

Thanks

Yes, I have had a very good impression but:

Is it already stable?
It seems to be stilll in beta test

Moreover,they did not announce the price
I dont want to waste time to learn a new engine to find out that the commercial edition cost a fortune
Have you any idea about price ?
Posted By: sueds

Re: XNA 2..0 vEngines - 09/20/08 22:20

I'm working with Xna it's a good game api but the engine aren't stable
Posted By: AlbertoT

Re: XNA 2..0 vEngines - 09/20/08 22:42

all of them ?
Posted By: TMichael

Re: XNA 2..0 vEngines - 09/21/08 21:17

Blade3D will have its commercial release (no more beta) in nine days if they hold to their schedule. I wouldn't call the engine bloated since you can plug in the features you want and leave out what you don't want. I especially like the graphical logic they have implemented.

Visual3D.NET will also looking great right now, and it's nearing release as well. So far no final pricing has been announced.

Garage Games recently announced a divergence for Torque X on Gamedev-- there will now be a TorqueX 2D ($150 commercial) and TorqueX 3D ($250 commercial). I am currently a license holder, and the biggest issue at present (as always with GG) is the lack of complete documentation.
Posted By: sueds

Re: XNA 2..0 vEngines - 09/21/08 21:30

I try most of them ! at least the commercial one ! Visual 3d just get a scripting interface and blade 3d have some problem with importing format, animation and building game.

most of those application provide some post rendering effect of nice feature like low level physic or whatever but it's seem easier to find some code on codeplex for those eye candy effect than using these engines. the problem because you cannot access to the source code ( at least in my version) you can't do whatever you want like in xna. So better try another engine ( lawmaker, c4, etc) than using some engine which is more limited than the original program. I forgot about torque ! I haven't try it out but for what I heard it's a bit different.

Also blade is really expensive
Posted By: XNASorcerer

Re: XNA 2..0 vEngines - 09/22/08 19:03

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, look:

http://br.youtube.com/watch?v=2LBz31EpBNA

http://br.youtube.com/watch?v=vd4R1JVXNAc

http://br.youtube.com/watch?v=jBQhxYNxI8U

http://br.youtube.com/watch?v=Q0MpSxyH-34
Posted By: TWO

Re: XNA 2..0 vEngines - 09/22/08 20:05

Wow, I'm impressed. Maybe I'm going to take some Cpp timeout to take a closer look on xna.
Posted By: jigalypuff

Re: XNA 2..0 vEngines - 09/22/08 20:06

http://www.neoaxisgroup.com/index.htm
engine based on xna, looks pretty good so far but still in development.
Posted By: Machinery_Frank

Re: XNA 2..0 vEngines - 09/22/08 20:52

Originally Posted By: jigalypuff
http://www.neoaxisgroup.com/index.htm
engine based on xna, looks pretty good so far but still in development.


As far as I know, neoaxisgroup is based on C# and Ogre technologies.
Posted By: Machinery_Frank

Re: XNA 2..0 vEngines - 09/22/08 20:59

Originally Posted By: XNASorcerer
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.
Posted By: bstudio

Re: XNA 2..0 vEngines - 09/23/08 09:45

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.

Quote:
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.
Posted By: ratchet

Re: XNA 2..0 vEngines - 09/23/08 19:22

the big problem of XNA: it won't provide you all tools :
terrain,world editor , lightmapper ,folliage editor... caus a good game need these tools.
You'll have to reinvent the wheel once again.
Some people like lot more coding than doing 3D art , that's a choice.
Posted By: sueds

Re: XNA 2..0 vEngines - 09/23/08 22:42

it's not that simple but as machinery frank said you have to set up thing the way you want. For my part I'm using classes which allows me to set everything I need. Now a good game don't need the tool you mention. I mean world editor ? or Folliage editor ? This is not something important. Anyway the fact is that is just a matter of choice. I made mine.
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