Xna Frustrations

I've been working on a tower defence forcefulness game inwards XNA (C#) lately. I similar that XNA simplifies a lot of tasks, which way I tin write less code than I typically would inwards a C++ game. For example, I tin brand a uncomplicated spriteBatch push clit telephone telephone to give-up the ghost a texture on the covert without creating my ain vertex/index buffers. Or I tin create the sentiment in addition to projection transformation matrices amongst a unmarried utility method. XNA handles window creation in addition to setup amongst real minimal code in addition to to a greater extent than frequently than non makes the procedure of creating a 2D game a real uncomplicated task.

However, creating a 3D game amongst XNA is a completely dissimilar beast. One affair I've beaten my caput against is lack of back upwards for animation out-of-the-box. XNA evidently has closed to classes at a real depression level, every bit described past times my buddy Priyank over at eNtropology Games. XNA Animation Component Library looks promising, though I convey soundless to play amongst it. And in addition to hence in that place is the XNA Creators Club skinning sample that implements runtime animation classes for a skinned model.

But my latest frustration concerns the lack of something much to a greater extent than basic than animation; I can't create a sphere inwards XNA! Some folks convey created their ain classes to implement a sphere every bit a game "component" object, only what I actually demand correct at in 1 trial is a degree that tin live on instantiated dynamically hence I tin preview my bounding boxes for collision detection. Naturally C++ has uncomplicated utility methods for creating the basic meshes: cubes, spheres, cylinders... fifty-fifty doughnuts in addition to teapots! But no such luck amongst XNA yet, in addition to the well-nigh annoying locomote is that I'm wasting fourth dimension trying to homecoming a sphere when I should live on doing to a greater extent than of import tasks, similar making certain my models tin avoid walking through each other.

It seems XNA is to a greater extent than of a toy than a tool for serious game development, in addition to I recall inwards the futurity I volition live on limiting my work of it to to a greater extent than basic projects. But for at in 1 trial I press on, forced to create innovative solutions (translation: hacks) to give-up the ghost inwards work... grrr....

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