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Re: Microsofts's XNA ?
[Re: AlbertoT]
#243559
12/30/08 19:07
12/30/08 19:07
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Joined: Oct 2006
Posts: 49
GMS0012
Newbie
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Newbie
Joined: Oct 2006
Posts: 49
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intellisense is a big lack of missing features.. but you are totally right... it has a great community, tons of docs and lots of features..
but I am not sure if it the right one for me.. I try to get to know A7, XNA, BLADE3D, Darkbasic (.net) and DX Studio.. Every engine has advantages and disadvantages.. and I didnt find the right solution for me...
Good physics, good coding and a browser pluging are things I need...
Last edited by GMS0012; 12/30/08 19:08.
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Re: Microsofts's XNA ?
[Re: GMS0012]
#243564
12/30/08 19:50
12/30/08 19:50
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Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
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Serious User
Joined: Oct 2006
Posts: 1,245
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Every engine has advantages and disadvantages.. and I didnt find the right solution for me...
Same for me but A7 is the most balanced engine of the group
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Re: Microsofts's XNA ?
[Re: AlbertoT]
#243567
12/30/08 20:02
12/30/08 20:02
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Joined: Jan 2007
Posts: 230 london uk/ paris
sueds
Member
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Member
Joined: Jan 2007
Posts: 230
london uk/ paris
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You cant really compare XNA to A7 in fact. If you want to compare A7 to another engine I would choose leadwerks, s2engine or shiva
Xna would be compare to the c# wrapper for ogre per example.
Last edited by sueds; 12/30/08 20:42.
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Re: Microsofts's XNA ?
[Re: lostclimate]
#244517
01/05/09 09:35
01/05/09 09:35
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Joined: Feb 2008
Posts: 46 California
ecg_limey
Newbie
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Newbie
Joined: Feb 2008
Posts: 46
California
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Although if you looking for a job, say in an actual company, unless you have some c++ skils or modeling skills, you really dont have much of a chance at much more than a qa guy or an intern. I dunno man, I've seen some pretty shitty code when I worked as a game programmer. Probably some of the most untidy sloppy code I've EVER seen (and that was just mine)... Seriously though. I agree on the C++ aspect, however, a half decent demo that is visually appeasing will definitely get your foot in the door. The 3d code you write in 3dgs isn't really much different than doing it in your own engine, just different function calls.
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Re: Microsofts's XNA ?
[Re: ecg_limey]
#244559
01/05/09 13:54
01/05/09 13:54
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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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The 3d code you write in 3dgs isn't really much different than doing it in your own engine, just different function calls. No, there is much of a difference. Just compare code written for 3dgs with code written for Irrlicht. Then you get a little hint. But if you compare to code written for Ogre the difference raises and last but not least the very well structured and object oriented code of the C4 engine is much of a difference. The code looks completely different if you are using classes, templates, virtual objects, interpreted type conversions, singletons or other stuff that you will not find in a 3dgs code. And there is a difference in C++, C# and Lite-C. The first 2 are supporting classes, inheritance and other modern techniques but you still have to care about pointers, references, memory leaks in C++. You have to be a good software architect to create good, robust and reliable C++ code. It will be more easy to create good C# code even for a beginner. And if you really want to create your own appealing demo then you might impress some friends but not a real game dev company. Such companies know about the real problems. Rendering and lighting a cube with a few OpenGL or DirectX commands are not really a problem. But collision-detection, scene-management, path-finding, dynamic shader creation on the fly, efficient shadow mapping, big terrains - these might be some impressive features. If you come to an established company then they already use a technology. They probably need help to improve their scene-management, their shader library, their AI. They might be interested in converting a title to a game console. That is what you could offer them.
Models, Textures and Games from Dexsoft
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Re: Microsofts's XNA ?
[Re: Slin]
#244577
01/05/09 14:55
01/05/09 14:55
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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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Yes, as I wrote, Irrlicht is only a little difference. It is very intuitive and easy to understand. This changes with other engines.
And as I also mentioned: The real challenge is to code something more than just water, sky and plants. Slin, you already know this for sure. Your challenge is the shader / shadow route and I am sure this is really a knowledge that will help you later to get a job.
And most XNA developers know this as well. They have to code scene-management, physics and so on on their own.
Models, Textures and Games from Dexsoft
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