Hello SunBurn community!
Today we launched the SunBurn 2.0 Game Engine early adopter, the next evolution of SunBurn that goes well beyond lighting and rendering.

(return of the Woot cat!)
SunBurn 2.0 Features
The list of SunBurn 2.0 Game Engine’s new features is fairly staggering:
One question we immediately received was where to locate the SunBurn starter kits. There is a bug in Visual Studio’s project templates that prevents distributing assets in the templates. We’re currently working around this and should have kits available soon.
During the release we originally posted SunBurn 2.0.7, which is near identical to the current 2.0.6, except that the 2.0.7 installer text did not show the correct font and text. If you installed 2.0.7 it will not affect your development at all, the issues were purely cosmetic.
SunBurn 2.0 Games
We may have just launched the early adopter, but there are several games already using SunBurn 2.0:
Salty Jim's Putt Putt Island
Developed internally by our gamedev team, Salty Jim's
is a pirate themed 3D mini-golf game for Windows Phone 7 featuring
detailed levels (for a mobile game), collision, great lighting, and
more. And all running smooth as silk on WP7 phones.
(sound is low, you'll need to turn up the volume)
Salty Jim's is available now on the Zune and Windows Phone 7 marketplaces.
UpAway
Developed by Munomic (including community member Raphael), UpAway
is a 2.5D game for Windows Phone 7 where you race through levels flying
a balloon to safety while trying to beat your previous times.
(sound is low, you'll need to turn up the volume)
UpAway is available now on the Zune and Windows Phone 7 marketplaces.
Blast
Developed
by 2.0 Studios this Windows Phone 7 port of their XBLIG title is a
physics driven game where you guide a ball through levels solving
puzzles as you go. Featuring detailed 3D worlds, custom physics, and
more.

Planned to release at the end of the year.
Converting to SunBurn 2.0
Converting projects to SunBurn 2.0 is relatively easy, the code and API is nearly identical to 1.3 (excluding XNA 4.0 changes), however there are two important differences:
Content Repositories
SunBurn 2.0 introduces content containers called Content Repositories, which are used to store models and light maps loaded via Scenes. Repositories are added to the content project and should be loaded before any other asset.
While repositories are not required in SunBurn 2.0, they are necessary to take advantage of the SunBurn editor’s new scene editing.
Scenes
SunBurn 2.0 also introduces Scenes, which contain scene objects, entities, and lights – and replace SunBurn’s previous LightRigs. To convert a LightRig to a Scene simply set the content importer and processor to the Scene importer / processor, and SunBurn will automatically upgrade the LightRig to a Scene for you.
SunBurn 2.0 Roadmap
We’ve also published our first public road map for SunBurn (on the product page Features tab) – some highlights:
- Object-level components – plug code into any scene object or light - available in the latest SunBurn release!
- Editor plugins – create editor panels for custom object types
- Audio and sound emitters – place sound sources in-editor (currently done in code)
- Built-in skinning and animation (currently done with the sgMotion free add-on library)
So there’s a lot more awesome to come. :)
Go Forth and Make Awesome Games!
Now that SunBurn 2.0 is out lets see some awesome Xbox, Windows Phone 7, and PC games!
If you have any questions or comments let us know!
-John Kabus
Other SunBurn 2.0 Blogs:
Announcing the SunBurn 2.0 Game Engine - free upgrade, new editions, and updated features
SunBurn 2.0 Collisions, Scenegraph, and Components - new collision system, components, and more
SunBurn 2.0 upgrade for our Torque customers - upgrade path for all of our previous TLK technology customers
SunBurn 2.0 goes Mobile on Windows Phone 7! - full Windows Phone 7 support, light mapping, and more

Posted
11-19-2010 11:17 PM
by
JohnK "bobthecbuilder"