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#ActualLVreg

Posted 19 September 2013 - 07:14 AM

The reason why

a person running around smoothly and jumping in a 3d world

isn't implemented per default in XNA is because XNA is a framework, not an engine. It only provides the base to you.
Apart from that there are many different ways to implement an environment and the way of implementing the feature depends on the way your terrain works.

I think in Unity it is implemented in the first-person-camera-asset, isn't it?

P.S.: You don't have to quote my full post, especially not when it is just above your answer.

#3LVreg

Posted 19 September 2013 - 07:14 AM

The reason why

a person running around smoothly and jumping in a 3d world

isn't implemented per default in XNA is because XNA is a framework, not an engine. It only provides the base to you.
Apart from that there are many different ways to implement an environment and the way of implementing the feature depends on the way your terrain works.

I think in Unity it is implemented in the first-person-camera-asset, isn't it?

P.S.: You don't have to quote my full post, especially not when it is just above your answer.

#2LVreg

Posted 19 September 2013 - 07:14 AM

The reason why

a person running around smoothly and jumping in a 3d world

isn't implemented per default in XNA is because XNA is a framework, not an engine. It only provides the base to you.
Apart from that there are many different ways to implement an environment and the way of implementing the feature depends on the way your terrain works.

I think in Unity it is implemented in the first-person-camera-asset, isn't it?

P.S.: You don't have to quote my full post, especially not when it is just above your answer.

#1LVreg

Posted 19 September 2013 - 07:13 AM

The reason why

aperson running around smoothly and jumping in a 3d world

isn't implemented per default in XNA is because XNA is a framework, not an engine. It only provides the base to you.
Apart from that there are many different ways to implement an environment and the way of implementing the feature depends on the way your terrain works.

I think in Unity it is implemented in the first-person-camera-asset, isn't it?

P.S.: You don't have to quote my full post, especially not when it is just above your answer.

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