XNA Game Development Forums
2012/05/21 19:19:09 *
Welcome, Guest. Please login or register.

Login with username, password and session length
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: so xna...  (Read 1958 times)
nordwindranger
Newbie
*
Offline Offline

Posts: 2


View Profile WWW
« on: 2006/09/05 20:57:49 »

I got started with c# game development with tom miller's books, and have been lurking this site for quite some time.

As I already have a small fortune in "c#+dx9" books, and have no real interest in the xbox 360, can i keep doing what ive always been doing, or has xna killed regular c# game development. Honestly Im really not at all interested in switching over to something new, as Im just beginning to understand conventional c# and dx9 development.

has xna killed the future of regular c# game development, or is it a seperate entity that I can happily ignore?



thanks

andrew
Logged
Chr0n1x
Global Moderator
Sr. Member
*****
Offline Offline

Posts: 307


View Profile WWW
« Reply #1 on: 2006/09/05 22:49:46 »

XNA has not killed it, firstly XNa is still in beta, so it is still going to go through some changes. Secondly the semi-required content pipeline hasnt been released yet, and thirdly the documentation is still kinda sparse. So for now stick with MDX1.1 and learn throught that, then when XNA comes out properly, you can easily migrate to that, and you will have skills in both! Cheesy
Logged

SeeMe
Newbie
*
Offline Offline

Posts: 12


View Profile
« Reply #2 on: 2006/09/05 23:37:43 »

Hello,?

At first glance, even if the XNA framework is in fact "MDX2", the concept behind him is really close to MDX1.
But
Here are my personal view on the XNA framework in its current state :
XNA +Side
- All the Device creation/handling is completly done begind the scene by XNA, it really well done !
- Same thing with the Game loop, completly hided.
- DirectInput managed

XNA -Side (compared to MDX1)
- You have less freedom, mostly concerning the "batch control" of your application.
- No possible anymore to use pointer to quickly move data around like in MDX1 or direct write acces to Graphic card memory (GraphicsStream class).

In fact, If I could resume the global though on the microsoft forums around XNA : It's already a really nice piece of framework, but for XBox security reason the low level acces to the device have been removed at the risk of a lower global performances.

I'm working on an engine myself, writen in MDX1, all the managed behind the scene things like device manager, game loop, directinput are inside my engine, so I have for the moment little, or no benefit to go to XNA. Btw I tried to transform a part of my current engine in XNA, the performances are good until the number of batch raised where you can't avoid the "behind the scene" Lock/unlock after each xna draw call. The only solution around this would be to create in XNA a "Cache" buffer, where when you need to render thing you send to data to the cache, and when the cache is full you flush all the data to the device with only on draw call.

Let's see how the framework is advancing !
Logged
BrophyJ
Newbie
*
Offline Offline

Posts: 1


View Profile
« Reply #3 on: 2006/10/20 12:44:58 »

More downsides to XNA - all of which are attributed to XBOX compatability:

* Will be stuck at DX9 technology.  Newer versions of DX will appear for the PC (although apparently only for Vista or newer versions of Windows) but will not be available for XNA games.

* Will not support any input devices beyond Keyboard, Mouse, XBOX controller.  No joy sticks, flight simulator sticks, etc.
Logged
Pages: [1]
  Print  
 
Jump to:  

Related Topics
Subject Started by Replies Views Last post
XNA GameStudio General Discussion « 1 2 » Chr0n1x 25 7540 Last post 2007/02/02 09:08:08
by mikeschuld
XNA Tutorial Forecast Hazy Mind XNA Engine Requests Ashe 3 2605 Last post 2007/02/16 16:03:20
by swakdaddy
XNA + Xbox 360 Wireless Gaming Receiver Hazy Mind XNA Engine swakdaddy 1 1615 Last post 2007/02/17 18:30:21
by mikeschuld
Xnua = XNA + Lua General Discussion Chr0n1x 3 1424 Last post 2007/03/05 17:36:28
by Chr0n1x
XNA Creators Club Member Website Live! General Discussion Chr0n1x 0 1375 Last post 2007/03/05 21:45:48
by Chr0n1x
Incoming XNA GSE Update General Discussion Chr0n1x 6 2374 Last post 2007/04/06 22:59:52
by Tiago
XNA/HMEngine embedded in a WinForm, has anyone else done it? Hazy Mind XNA Engine « 1 2 » Arkcann 16 4788 Last post 2007/04/25 16:08:27
by Tiago
XNA GSE Refresh 1.0 Avaliable General Discussion Chr0n1x 2 1640 Last post 2007/04/27 13:27:49
by EclipsE
DirectX SDK, install after XNA? General Discussion SpaceShot 1 1349 Last post 2007/04/27 08:34:21
by Chr0n1x
XNA Animation Component Library in XNA HMEngine Hazy Mind XNA Engine dotslash 0 2621 Last post 2007/05/31 13:53:12
by dotslash
Physics simulation: BulletX (Bullet for XNA) physics and Hazy Mind Xna Engine Hazy Mind XNA Engine Yubastard 6 5560 Last post 2007/08/12 08:57:21
by Yubastard
XNA Direct3D Error General Discussion alucard_deathy 1 1846 Last post 2007/08/15 19:48:56
by mikeschuld
XNA 3.0 CTP General Discussion Chr0n1x 0 2036 Last post 2008/05/08 16:14:46
by Chr0n1x
XNA 3.0 and some optimizations Hazy Mind XNA Engine mikeschuld 0 1363 Last post 2008/07/14 05:28:46
by mikeschuld
Powered by MySQL Powered by PHP Powered by SMF 1.1.12 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 0.37 seconds with 19 queries.