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Author Topic: rewriting the engine  (Read 3324 times)
endre
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« on: 2006/08/02 00:56:31 »

Hello all.

I have read the discussion about rewriting the 3D engine to MDX 2.0 or not.
Whatever Michael desides, I try to do it while I follow the tutorial. Now I'm a bit stuck on tutorial 4, and the DrawUserPrimitive call.
The last param have changed from an object(?) array to a GraphicsBuffer object.

Have anybody fixed this call? What is the best way to convert to the GraphicsBuffer?

One last question, MDX 2.0, is it final now?

Thanks

Endre
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Hunefalk
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« Reply #1 on: 2006/08/02 02:19:23 »

Hey Endre,

it seems like development of MDX 2.0 has been frozen while unfinished, and is being rolled into the XNA framework.

You can read more at the Z-buffer: http://www.thezbuffer.com/articles/393.aspx

I haven't tried converting to MDX 2.0 myself, since it seems like some of the interesting API's aren't included there. Therefore, I can't answer the question on the tutorial conversion  Embarrassed

Regards,

Emil
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endre
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« Reply #2 on: 2006/08/02 03:11:15 »

Thanks for the answer Emil.

I'll convert back to MDX 1 for now, and when the XNA framework is released look into converting.

Endre
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Kinslayer
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« Reply #3 on: 2006/08/07 10:13:54 »

Thanks for the answer Emil.

I'll convert back to MDX 1 for now, and when the XNA framework is released look into converting.

Endre

Yep... MDX 2.0 is dead. I work on the XNA team actually. The XNA framework is shaping up quite nicely so far. It won't be too long before you see it in person Smiley Porting this 3D engine to it will be quite easy. There is no Fixed Function Pipeline in XNA though. Everything will have to be done with Shaders. Not a problem since that's already part of the Hazy engine. I'll hang around here when XNA framework is public to help out anyone that's trying to use it.
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Nelson
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« Reply #4 on: 2006/08/07 11:51:21 »

Thanks for the answer Emil.

I'll convert back to MDX 1 for now, and when the XNA framework is released look into converting.

Endre

Yep... MDX 2.0 is dead. I work on the XNA team actually. The XNA framework is shaping up quite nicely so far. It won't be too long before you see it in person Smiley Porting this 3D engine to it will be quite easy. There is no Fixed Function Pipeline in XNA though. Everything will have to be done with Shaders. Not a problem since that's already part of the Hazy engine. I'll hang around here when XNA framework is public to help out anyone that's trying to use it.

Wow that's seriously cool. Best of luck to everyone on the XNA team. Looking forward to it.
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Chr0n1x
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« Reply #5 on: 2006/08/08 01:59:44 »

Hey nice, inside contact with someone working on a great technology. Been following XNA and must applaud the work you guys have done so far. give us the secrets? Cool
Doing everything with shaders will be good, allows us to control the game (a bit) outside of hardcoding in the engine, without going into scripting. thats why I love 'em!
Can you tell us if the XNA framework will be adding anything to the shaders since the Fixed Function pipeline is being removed? Any cool new tricks that are possible? etc
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