Quote:Original post by nordwindranger
and there is no native mouse support (I spose I can still call directinput).
And what is the Microsoft.Xna.Framework.Input.Mouse class then? ;)
Quote:Original post by nordwindranger
and there is no native mouse support (I spose I can still call directinput).
Quote:Original post by ChurchSkiz
I had never used C# when XNA came out. I decided to create a pong game to get a feel for the language and the toolset. I had it done in about 2 hours (again I had 0 experience with the language). After doing the pong game I made a couple of prototypes in under 30 minutes and I felt pretty comfortable with the language.
It's a really easy language to pick up on (assuming you already know a class based language) and XNA is a great tool. It really does take out all the annoying things of game creation. If I want to create even a simple game in Direct3D I have to create a crapton of framework files, set up all sorts of parameters and devices, and making sure I am freeing up resources properly. With XNA you can spend a lot more time on the meat of the game.
Quote:Original post by Vampyre_Dark
Is XNA a simple library that takes control over everything, and you can't customize anything?
Quote:Original post by Vampyre_Dark
Can I load my own 3d model format, or write my own mesh renderer, or is it all forced to be handled by a pre written XNA routine?
Quote:Original post by Vampyre_Dark
What can you do with stuff you create in XNA? Commericial release? Or is it just for hobbyists?
Quote:Original post by Zanshibumi
Ok, yes, it's perfectly prepared to make professional games with it, but take into account many games have requirements that need unmanaged code (if your c++ games sometimes use assembler for critical parts, forget about making them in xna).
Quote:Original post by fanaticlaticQuote:Original post by Zanshibumi
Ok, yes, it's perfectly prepared to make professional games with it, but take into account many games have requirements that need unmanaged code (if your c++ games sometimes use assembler for critical parts, forget about making them in xna).
you can still use assembler with XNA but only for PC Builds.
Quote:Original post by ZanshibumiQuote:Original post by Vampyre_Dark
Is XNA a simple library that takes control over everything, and you can't customize anything?
Almost every single tiny piece of XNA can be replaced by a custom tiny piece made by you that modifies this particular behavior. However, You won't use this "feature" in any simple project or most of the non-simple ones.Quote:Original post by Vampyre_Dark
Can I load my own 3d model format, or write my own mesh renderer, or is it all forced to be handled by a pre written XNA routine?
You can. If I understand correctly what you want, though, it would require quite a lot of work. Just out of curiosity ¿Why would yo want to make your own mesh renderer?Quote:Original post by Vampyre_Dark
What can you do with stuff you create in XNA? Commericial release? Or is it just for hobbyists?
It's meant to make hobbyists use it for simple things so they learn it and use it in professional environments. Then Microsoft will be able to monopolize the commercial game business for some more time.
Ok, yes, it's perfectly prepared to make professional games with it, but take into account many games have requirements that need unmanaged code (if your c++ games sometimes use assembler for critical parts, forget about making them in xna).
Quote:Original post by Vampyre_Dark
I have no need to make a custom renderer, I was just trying to understand what XNA was. I tried it out last night, I built the space shooter demo, but after it built, I couldn't find a 'run' option anywhere, only a publish option. [lol]
Quote:Original post by MachairaWhere is this in the menus at the top? I looked all over, I looked in the solution menu with right click.Quote:Original post by Vampyre_DarkF5/Ctrl+F5 or Debug | Start Debugging/Start Without Debuggin on the menu.
I have no need to make a custom renderer, I was just trying to understand what XNA was. I tried it out last night, I built the space shooter demo, but after it built, I couldn't find a 'run' option anywhere, only a publish option. [lol]
Quote:Original post by Vampyre_DarkQuote:Original post by MachairaWhere is this in the menus at the top? I looked all over, I looked in the solution menu with right click.Quote:Original post by Vampyre_DarkF5/Ctrl+F5 or Debug | Start Debugging/Start Without Debuggin on the menu.
I have no need to make a custom renderer, I was just trying to understand what XNA was. I tried it out last night, I built the space shooter demo, but after it built, I couldn't find a 'run' option anywhere, only a publish option. [lol]