March 27, 2013
After several weeks of coding and a travel to Oslo (\o/), I was able to make a lot of progress in Kadma, and AirMess.
I implemented BEPU Physics into Kadma, the multi-threaded way. There are a lot of threads running in Kadma and restarting an Engline from scratch gave me the opportunity to try something I was never able to do in my XNA based Engine.
March 27, 2013
One of the first thing to have when developing a 3D game is actually to be able to output text on the screen. This is a requirement if you want to display debug messages and basically know what’s happening without using break points everywhere.
February 2, 2013
One of the first thing you have to do when converting a project from XNA to something else (let say, SharpDX) is reinventing yourself a way to load assets.
XNA had a great content pipeline providing ways to import and process everything in Visual Studio during the build process, and that was one of the key points of the simplicity of XNA. When going through the DirectX way, I had to basically reproduce the same thing myself.
There are some alternatives though. Some guys have implemented a content pipeline for Mono for example, but I wanted to do it myself as I’m not using Mono anyway. If you want to do the same thing, you might want to take a shortcut to load models, and that shortcut is AssimpNet. It’s a wrapper for a library specialized in loading 3d models. The next step is just to process the data from Assimp’s format to your own.
You might get it right:
Or wrong …
But still, it’s worth a try.
January 31, 2013
A very interesting post appeared today, here.
A mail was sent to Direct X and XNA MVP announcing that there won’t be any more MVP in those technologies. And for XNA, finally something “official”. Well, not a surprise, but more like a confirmation of what everyone already knew :
the XNA Game Studio is not in active development
Okay, no surprise here …
January 21, 2013
It has been almost one year since my last post, but I’m still alive (and so is AirMess).
A lot of things happened: I got my diploma (trust me, I’m an engineer), my prize for ImagineCup, and a job at Avanade were I’m still working on Microsoft Technologies but on a business side.
During that time XNA died and that’s one of the saddest technological moments I ever had. And I know, Microsoft didn’t say that XNA was dead, but for the last year nothing was announced or commented. If there was to be a future for XNA, it could at least be presented with Windows 8 but that wasn’t the case. So my bet is: it’s dead.
That was the time to try something else, and ShardDX showed up, shiny and beautiful with its DirectX 11 and Windows 8 support. That’s why I’m trying to take a new lead here, and to create a new engine from scratch on top of SharpDX.
Why not simply port my existing XNA Engine ?
- It was designed as a DirectX 9 feature engine, with a lot of limitations and sometime awkward choices to get into the model. With DirectX 11 there are a lot of things that can be achieved in a simpler way (I’m not talking about fancy stuffs like tessellation, but reading the depth buffer is a start)
- A lot of things were very bizarre, because I had to take a lot of shortcuts to stay on schedule for ImagineCup events
- I’ve made a lot of progress in programming and architecture, and redoing a project is always a good manner to implement a better design
- It’s the only way for now to get into Windows 8
- Its fun 🙂
So that’s it. Right now I’m working in “reinventing” a content pipeline with an editor, but the path to get AirMess running again is still long and dangerous