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gogodr I post too much Reputation: 125
Joined: 19 Dec 2006 Posts: 2041
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Posted: Thu Jul 23, 2009 11:00 pm Post subject: |
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slovach wrote: | gogodr wrote: | after finishing with this XNA I'll start with DirectX and C++
since I started to notice that XNA is getting a bit limited xP |
XNA shouldn't be limiting at all...
It lets you handle all the low level rendering stuff, you can write the shaders, etc. Skyboxes, lighting, sprites, post processing and on and on.
Nothing's stopping you from implementing more advanced features, like quadtrees, octrees, whatever form of scene management you want, so on and so forth. |
I wanted to use other devices than mouse keyboard and 360 game controller but I needed the DirectX deviceinput library for that which is only abaliable for C++ as far as I see ...
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25296 Location: The netherlands
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Posted: Thu Jul 23, 2009 11:46 pm Post subject: |
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crashes on my system (vista 64)
Also so far the xna based games I've played (dead space, terminator salvation) have really slow controller response, even at the max in game sensitivy
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hcavolsdsadgadsg I'm a spammer Reputation: 26
Joined: 11 Jun 2007 Posts: 5801
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Posted: Fri Jul 24, 2009 12:30 am Post subject: |
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Dark Byte wrote: | crashes on my system (vista 64)
Also so far the xna based games I've played (dead space, terminator salvation) have really slow controller response, even at the max in game sensitivy |
Dead Space is definitely not a XNA game... it was a pretty huge AAA title.
And yes it has trouble with input. The higher your framerate, the slower the response. I just used a program aptly called FPS_Limiter to cap it at 60 and it was fine after that.
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Kekeb Master Cheater Reputation: 0
Joined: 18 May 2006 Posts: 397
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Posted: Sat Jul 25, 2009 12:49 pm Post subject: |
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slovach wrote: | gogodr wrote: | after finishing with this XNA I'll start with DirectX and C++
since I started to notice that XNA is getting a bit limited xP |
XNA shouldn't be limiting at all...
It lets you handle all the low level rendering stuff, you can write the shaders, etc. Skyboxes, lighting, sprites, post processing and on and on.
Nothing's stopping you from implementing more advanced features, like quadtrees, octrees, whatever form of scene management you want, so on and so forth. |
Slovach is most definitely correct. I've worked with C# and XNA for a few months, and I've noted that the only thing limiting is personal skill (within reason).
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