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Just in case no one seen this... XNA is Dead DirectX/XNA Phase Out DirectX is NOT being Phased Out. Synapse Gaming team, I have been using SunBurn and XNA for a while now, and extremely comfortable with these development tools, however I'm slightly concerned what are your plans (or thoughts) with XNA's Death and the future of the SunBurn Engine
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Sorry I discontinued working on the effects pack, didn't complete the cel shader integration.
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I read that the API now supports a Method to add custom light maps to LightMapManager , Does that mean I can bake light maps in my 3D modeling software and use them in SunBurn? If so, how do I add them to the LightMapManager?
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Thanks John. You are right as usual. SceneObject.UpdateType = UpdateType.Automatic; solved the problem.
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[quote user="thezman"] I look at it this way - if my time is worth $50 an hour then $300 is 6 hours of my time. I couldn't hope to get an efficient, space partitioned, culling scene graph fully implemented and tested in 6 hours let alone shadows lighting and everything else. If you need 3d in your game then Sunburn will pay for itself
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I've been testing Bepu Physics and Digital Rune Physics and the same Bug seem to happen with both. To reproduce: Create a tower of falling objects, more than 100 and only 50 will be visible once the sceneObjects start falling. sample code- for (int i = 1; i < 100; i++) { float yPos = i * 10; ... add sceneObject and related physics object then
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BEPU Outperforms Jitter in many of my stress tests. I don't know if these tears are from the Joy of BEPU becoming open source or Because I spent $300+ on Digital Rune Physics... Regardless I will be using BEPU. ...Yet another Framework restructure.
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This will display a black screen on startup instead of purple, The SplashScreenGameComponent i s only needed in the draw method. GraphicsDevice.Clear(Color.Black); if (!SplashScreenGameComponent.DisplayComplete) { base.Draw(gameTime); return; } HOWEVER... The only reason you see the purple screen in the release version is because you are launching your
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Nice ZMan. That's looking pretty awesome. I can't wait to see more.
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[quote user="thezman"] Hey Nelxon - I dont see anything in Digital Rune specifically for pathfinding. Did you roll your own on top of their geometry libraries or am I missing something? [/quote] I've created my own. I used the digital rune's character controller physics as a base. The ray casting I used before using digital rune is