Hello everyone,
First off I'd like to say that your product is awesome, a huge time saver.
I'm working on an Xbox Indie game where I've combined Jiglibx and Sunburn and I had just a couple questions (none regarding Jiglibx of course):
I have a very basic state management structure using Pop, push, and change (not the one from the XNA creators site) . Currently the game runs pretty good but I wanted to get feedback on the most efficient usage of the engine.
Currently the LightingSystemManager is initialized and shared in the game's main class. Each screen will house it's own environment and objects. On each screen in the constructor I add:
sceneState = new SceneState();
sceneInterface = new SceneInterface(OurGame.graphics);
sceneInterface.CreateDefaultManagers(false, false, false);
lightRig = new LightRig();
sceneInterface.LightManager.Submit(lightRig);
And then I submit my SceneObjects. This seems to work great but I want to make sure before I get too deep into things the best practice for this scenario.
So finally on to my question :)
What is the best approach to maintain separate scenes without having to clear and rebuild after state changes and not suffer any performance penalty?
Mind you that when the state is inactive Update and Draw do not get called of course. I've searched the forums and it's given me a few ideas but I'm still learning SunBurn's hierarchy from the developer's guide.
I hope my rambling question make sense :)
Thank you in advance for your help and keep up the great work!
Nick
Posted
08-23-2010 10:04 AM
by
Nick Metnik