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Re: XNA 2..0 vEngines [Re: XNASorcerer] #228819
09/22/08 20:05
09/22/08 20:05
Joined: Jan 2006
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Neustadt, Germany
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TWO Offline

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Neustadt, Germany
Wow, I'm impressed. Maybe I'm going to take some Cpp timeout to take a closer look on xna.

Re: XNA 2..0 vEngines [Re: XNASorcerer] #228820
09/22/08 20:06
09/22/08 20:06
Joined: Nov 2005
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jigalypuff Offline
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http://www.neoaxisgroup.com/index.htm
engine 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!
Re: XNA 2..0 vEngines [Re: jigalypuff] #228828
09/22/08 20:52
09/22/08 20:52
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Potsdam, Brandenburg, Germany
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.


Models, Textures and Games from Dexsoft
Re: XNA 2..0 vEngines [Re: XNASorcerer] #228832
09/22/08 20:59
09/22/08 20:59
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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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.


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Re: XNA 2..0 vEngines [Re: Machinery_Frank] #228888
09/23/08 09:45
09/23/08 09:45
Joined: Aug 2006
Posts: 652
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bstudio Offline
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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.

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.


BASIC programmers never die, they GOSUB and don't RETURN.
Re: XNA 2..0 vEngines [Re: bstudio] #228986
09/23/08 19:22
09/23/08 19:22
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ratchet Offline
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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.

Re: XNA 2..0 vEngines [Re: ratchet] #229013
09/23/08 22:42
09/23/08 22:42
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Posts: 230
london uk/ paris
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sueds Offline
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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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