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kewlpc posted:It'll probably be easier to use an existing engine or renderer, though. OGRE and Horde3D seem like decent open-source renderers. There's also Open Scene Graph. When it comes to closed-source engines, there's always Torque, but I don't know how well that runs on Linux these days. Edit: I had never checked out Horde3D before, this looks way way more lightweight than OGRE is. Are any of you experienced in both that you could sum up the pros and cons of each? OGRE is seriously robust, but I find it frustrating that my engine has a lengthy load time using the bare minimum requisites to run an OGRE application. Ferg fucked around with this message at 15:57 on Nov 24, 2007 |
# ¿ Nov 24, 2007 15:54 |
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# ¿ Apr 24, 2024 08:00 |
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duck monster posted:If you want a really basic 3D engine to play around with Panda3D is dead easy. Its very basic, and I wouldn't expect to be able to create anything remotely professional, but its a good little learning tool and its dead easy. Its a shame it doesn't seem so maintained however. Regarding XNA: why is it I need Visual C# Express? I have Visual Studio 2005 already, but no matter what XNA bitches at me for not having Express installed. Ferg fucked around with this message at 15:52 on Dec 3, 2007 |
# ¿ Dec 3, 2007 15:49 |
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TAKE ME BACK posted:Xna.com just posted that the Beta for XNA 2.0 has been released and it has support for VS2005.
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# ¿ Dec 4, 2007 17:08 |
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Madox posted:Looks like you should be able to get it from here.
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# ¿ Dec 4, 2007 20:54 |
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Stanlo posted:I've used XNA Game Studio a lot, and I love it. It's not a game engine if that's what you're looking for. You can get a 3D model up a few minutes, but it doesn't provide any game logic, which is nice because it's meant to be a platform and there's no 'best' game engine.
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# ¿ Dec 5, 2007 15:03 |
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HB posted:It's a system architecture focused on game development. It's more comparable to something like SDL rather than a game engine.
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# ¿ Dec 5, 2007 18:04 |
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duck monster posted:Been playing with PyODE, the python wrappers for the ODE physics engine. Plays real nice with PyGame.
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# ¿ Dec 20, 2007 16:05 |
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Ugg boots posted:Probably more likely that you'll create the engine, create some content manually, and then make the content editing tools.
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# ¿ Dec 22, 2007 00:39 |
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Hanpan posted:I've been working on a side project for some time now, a simple tile engine developed in Actionscript 3 using the Flex framework. It started as a distraction from work, but I have since been looking for alternative languages because AS3 is (obviously) extremely limiting.
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# ¿ Jan 10, 2008 16:10 |
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Hanpan posted:I actually have no idea why I typed Flex because I primarily used the Flash IDE. Out of interest, do you have any projects you can show me? My tile engines always seem sluggish but I am more than willing to admit it's probably because I code them badly.
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# ¿ Jan 10, 2008 17:29 |
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I've got a licensing question. I don't think I'm alone when I say that I'm pretty dumb when it comes to legal jargon. Can somebody dumb down exactly what the MS-PL and MS-RL actually do? I noticed on Wikipedia that they were officially approved by the OSI but the description of each is pretty lawyerish. I'm asking this here because I've begun poking around with XNA and I've noticed that majority of the software examples distributed on the XNA page are licensed with MS-PL. I'm wondering if it might be a good license for my XNA games.
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# ¿ Jan 11, 2008 17:15 |
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biznatchio posted:Licensing stuff
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# ¿ Jan 14, 2008 00:51 |
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LordLobo posted:Does anyone have a recommendation for a 2d/sprite game engine in c#?
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# ¿ Jan 22, 2008 00:10 |
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I'm cross-posting this with the XNA thread: I've added the GamerServicesComponent to my game, but it looks like I need to do something about controls when the Live Guide is open. Say I have a sprite on the game screen that moves left and right with the D-Pad. When I open up the Live guide and I'm hitting left and right to change tabs, my sprite is still moving inside the game in the background. Is there a way to disable controls when the guide is open?
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# ¿ Mar 13, 2008 00:39 |
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more falafel please posted:The Microsoft.Xna.Framework.GamerServices.Guide has a property called IsVisible. That should tell you whether the guide is up, so you can ignore input. Awesome, thanks! While we're on the subject, is there a way with GamerServices to have a gamer's profile display the game they're playing as opposed to XNA Studio? My anal retentive side wants others to see what game I'm actually playing rather than seeing that I'm "just" using XNA studio.
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# ¿ Mar 13, 2008 03:39 |
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stromdotcom posted:For those of you working with XNA, I got a bunch of requests to do a series of tutorials on building animated models with Blender for XNA and finally did it. This has always been a major stopping point for me -- either I hire someone to do it, or the project dies. I always just wanted to know how to whip up something temporary in Blender and get it to work, and then hand it off to a modeler.
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# ¿ Mar 20, 2008 01:31 |
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Does anybody know of a reasonable way to get music into an XNA game? I just found out yesterday that XACT only supports WAV files and making an entire song in uncompressed WAV is just not going to cut it.
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# ¿ Mar 25, 2008 19:20 |
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stromdotcom posted:XACT allows you to compress your audio files (see this) Awesome, thanks for the pointer. On another note with XNA, can somebody dumb down a good program design for dealing with multiple game states? I downloaded the GameStateManagement example from the Creators Club and while it nails exactly what I'm trying to learn, the thing is an absolute behemoth and it'd be a huge help if anybody could explain just whats going on in there so I can start making sense of it all. I've been working on a sort of retro remake of Space Invaders to freshen up on my XNA skills and I'm finding that moving between menus and such is a bit more tricky than I anticipated. Edit: One more question to throw into the mix. I passed along a Windows build of my game to a friend who doesn't have a Creators Club membership and he would have an exception thrown whenever trying to log onto Live with his account through my game. What's the story with that? Will non-Creators Club members be able to use the Live interface once Community Games goes live? Is there a workaround to allow non-members Live access? Ferg fucked around with this message at 22:52 on Mar 25, 2008 |
# ¿ Mar 25, 2008 22:44 |
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stromdotcom posted:I wrote something really brief about it here, and Microsoft's Nazeeh wrote more on it here Awesome, these links are exactly what I was looking for. Thanks! Yeah I had been poking around in the example but they take one too many big ideas for me to quite digest it at this point in my XNA expertise.
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# ¿ Mar 26, 2008 04:23 |
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IcePotato posted:Start simple. Trust me on this one. Use XNA, make a really simple 2d platforming game or whatever, and make lots of mistakes. I can vouch for this. Like I mentioned before I'm working on a space invaders clone just to familiarize myself with XNA. Starting with no experience in XNA at all I whipped up a working game in 2 days. Now I'm learning the ins and outs by cleaning up the code and messing around with stuff.
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# ¿ Mar 26, 2008 17:43 |
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Alright I've got yet another licensing question. I decided to utilize the GameStateManagement example that's provided on the XNA website as a framework for my game's state management. I've basically plugged my game into the GameplayScreen object, and tweaked the hell out of every other screen (removed some, tweaked others). But lets say down the line I want to distribute my game. What obligations do I have as far as licensing for these huge chunks of code that I used from Microsoft? Can I just keep the MS branding at the top and add my licensing as well? Can I license it with my own license at all? I'd say with all the code added from the example it's a good 15%-20% of the game right now is code that I didn't entirely write, and I'd like to submit this to community games come winter.
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# ¿ Apr 8, 2008 16:43 |
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Pfhreak posted:Wasn't that put out under the Microsoft Permissive License? If so: So I remove the MS branding, and I don't have to worry about distribution. Now can I apply my own license to the code then?
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# ¿ Apr 8, 2008 19:22 |
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stromdotcom posted:What do you mean by "apply my own license?" Do you mean open source it under a different license? Because you can't do that. That's what I figured.
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# ¿ Apr 8, 2008 22:20 |
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IcePotato posted:I have to present my independent study (XNA rts game) tommorrow, and I need some help cleaning it up. Anyone going to be around on AIM or IRC later tonight? I'm kind of bad at math things, which is where I need to make it look nice - mostly loop timing stuff. This is the least productive response ever to your question, but would you be able to put your game up for download somewhere when you're finished? I'd be really interested to see what RTS somebody was able to make in XNA.
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# ¿ May 1, 2008 04:04 |
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IcePotato posted:Yeah, I'll do that along with my writeup of how NOT to make your first game. It's ... kind of neat. But mostly unfinished, unpolished, and very dumb looking. It'd be awesome if someone ended up extending it though. Not sure if it would be worth the effort, but definitely awesome! During my junior year we spent two semesters planning a developing a project of our choice. Obviously everybody picks a game of some sort because that's more fun. Even after 9 months of work, they all looked unfinished, unpolished, and very dumb. Nothing to worry about there
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# ¿ May 1, 2008 15:10 |
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Nuke Mexico posted:I always consider writing a Tetris clone to be the "Hello World" of a new game system (graphics library/framework, language, etc). I'll vouch for passing over Ogre3D as your first try. I tried diving head first into that with a solid knowledge of C++ and it ended up being way too much for a beginner.
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# ¿ Jun 4, 2008 15:02 |
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OneEightHundred posted:You could try Ogre3D and Irrlicht. I'd say Irrlicht over Ogre3D if he's looking for an XNA comparable framework. Ogre3D isn't exactly super super easy to use, and that's one of the benefits you'd get from XNA.
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# ¿ Jul 7, 2008 17:23 |
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BizarroAzrael posted:I'm trying to get the latest version of XNA (4.0) but the website throws up an error and "can't find the page" when I try, is anyone else getting this? I tried to find a mirror but it was actually only 3.1. It's bundled in the Windows Phone 7 SDK now. I don't think they did a standalone packaging of 4.0.
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# ¿ Nov 22, 2010 00:27 |
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# ¿ Apr 24, 2024 08:00 |
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h_double posted:I found this a super-helpful overview of how to do procedural terrain and dungeon generation. Sweet! Spent most of my weekend trying out different ideas for dungeon generation for a new XNA project but didn't find anything I liked.
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# ¿ Nov 22, 2010 15:47 |