I'm planning on creating an RTS game. I got a couple of questions before buying SunBurn.
1) Does the SunBurn Editor play well with Sprites used as mouse cursors (ie, for custom mouse pointers used in point & clicking units in an RTS)?
2) How does the plug-in archi work for SunBurn? Can I create a plug-in to the editor to be able to create AI waypoints for example, or even generate a navigation mesh that can be seen only thru the editor?
3) I see that SunBurn is being beefed up to become a full-fledged Game Engine to compete with Unity's feature set. Since SunBurn is going that route, can I still create my own archi, like say using MVC, and still be able to take advantage of the SunBurn editor and the entity objects?
SunBurn gives you direct access to the rendering loop, which allows you to add sprites, hud elements, custom rendered objects, and more. You even have control of whether those objects / elements render over top of the scene or are occluded by scene objects (eg: clipped by the depth buffer).
The custom object types you create are available in the editor and can be added to the scene from both within the editor and via code. The editor allows you to render custom helpers, icons, lines, and other indicators while the editor is open, and also indicates when objects are selected and highlighted by the mouse to allow you to customize the indicator rendering based on user interaction.
We are definitely expanding the engine, however it will continue to stay focused on usability and extensibility from both the UI and code side.
Let me know if this helps!
Follow me on Twitter – development and personal tweetsAwesome XNA Videos – Lighting, Rendering, and game videos
Oh! This definitely helps! Being able to create plugins for the editor sounds great. I'm more of an out-of-the-box user but for the game that I'm planning, I'll need to show a bunch of debug info plus to be able to tweak waypoints and navigational nodes, so this is great.
Just bought a license for the Pro edition. Thanks again!