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The QuickStart Engine is an open-source engine designed to allow a programmer to get a 3D game started in XNA Game Studio as quick as possible.
The engine is still in early development phase, and wouldn't technically meet the definition of 'Engine' at this point.
It is designed with modularity in mind. It is based on a number of independent components , which communicates between them through messages (version 0.19 and later) |
| Announcement: Where is the XNA Level Editor? |
| Posted: VcDeveloper @ Sat Jan 10, 2009 4:02 am |
Where is the XNA level editor I seen of YouTube? Is it available for use?
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| Comments: 9 :: View Comments (Post your comment) |
| Announcement: Very Impressed!... |
| Posted: VcDeveloper @ Sat Jan 10, 2009 3:25 am |
Just download your QuiclStrart Engine. Haven't down anything yet but demo'd the sample and doing alot of reading. I want to say I am very impressed of what I seen so far! I hope my search is over for a software tool that will help me get started in developing games and 3D Applications.
Didn't want to do the extensive programming in pure DirectX and PhysX, so I hope my search ends here. I like XNA GS and would like to do all my development with. I don't like the jumping to and from platef...
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| Comments: 4 :: View Comments (Post your comment) |
| Announcement: TerrainEntity - demystified |
| Posted: Riki @ Fri Jan 09, 2009 10:58 pm |
The TerrainEntity is rather uncompleted and has a few design bugs, but if still anyone cares here's an explanation what works and what doesn't!
InitTerrainTextures()
If you take a look inside the SampleScene.LoadTerrain() first thing is a call to the InitTerrainTextures().
This can be commented out since this function does absolutely nothing, even worse it loads content which gets wasted! In fact the whole function should be removed from the TerrainEntity. Why is that so you might ask ? Co...
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| Announcement: QSE future |
| Posted: Riki @ Fri Jan 09, 2009 3:01 pm |
Is this project dead or what?
In the past six month I see only lordikon from the project members hanging around?
Anyway, the other day I decided to thoroughly analyze the QSE's current design & implementation.
At the very beginning I realized that there where just to many points to keep in mind so I started a maintaining document...
It all started a month or so ago when I decided to give QSE a try. At first I was pleasantly surprised until I tried to code some 'real' stuff which soon...
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| Comments: 4 :: View Comments (Post your comment) |
| Announcement: QSE Messaging system |
| Posted: Riki @ Sat Jan 03, 2009 11:30 pm |
While debuging some code I noticed that the EngineMessageHandler GameMessage; inside the QSGame gets hardwired with EVERY single BaseEntity objects void Game_GameMessage(IMessage message)
Since almost everything IS A BaseEntity you can get the idea what happens ...
Even in the simplest scenarios this would mean that the multicast delegate has a couple of hundred distinct Game_GameMessage() invocation per update cycle or per frame given the message queue is not empty.
I changed the HandleMe...
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| Comments: 5 :: View Comments (Post your comment) |
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