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  • With XNA being Phased Out, Will SunBurn Engine Evolve or Discontinue?

    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
    Posted to The Lounge (Forum) by Nelxon on 02-05-2013
  • Re: Sunburn 3D Effect Pack

    Sorry I discontinued working on the effects pack, didn't complete the cel shader integration.
    Posted to Using SunBurn (Forum) by Nelxon on 09-13-2012
  • New Method to add custom light maps to LightMapManager?

    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?
    Posted to Using SunBurn (Forum) by Nelxon on 12-10-2011
  • Re: Physics view Distance Bug?

    Thanks John. You are right as usual. SceneObject.UpdateType = UpdateType.Automatic; solved the problem.
    Posted to Using SunBurn (Forum) by Nelxon on 04-05-2011
  • Re: XNA Creators Club Discount Code w/ Upgrade

    [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
    Posted to Questions Before Buying (Forum) by Nelxon on 04-05-2011
  • Physics view Distance Bug?

    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
    Posted to Using SunBurn (Forum) by Nelxon on 04-05-2011
  • Re: BEPUphysics going open-source now

    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.
    Posted to The Lounge (Forum) by Nelxon on 03-15-2011
  • Re: Purple background color in Dojo example

    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
    Posted to Using SunBurn (Forum) by Nelxon on 03-11-2011
  • Re: Share what you are working on

    Nice ZMan. That's looking pretty awesome. I can't wait to see more.
    Posted to Using SunBurn (Forum) by Nelxon on 02-23-2011
  • Re: Free Multi-threaded Physics Engine for Commercial use

    [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
    Posted to Using SunBurn (Forum) by Nelxon on 02-22-2011
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