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XNA FINAL ENGINE is a framework/engine developed on XNA 4.0 that runs in Windows and XBOX 360 and has the purpose of produce photorealistic and fast 3D games

   THE DOWNLOAD SECTION CONTAINS THE SOURCE CODE WITH ALL THE RESOURCES   

Project description...

| CORE | GRAPHICS | AUDIO | INPUT | ANIMATIONS |

 | PHYSICS | EDITOR | USER INTERFACE | XBOX 360 |


Collaborations with...

| Dog Fight Studios |


XNA FINAL ENGINE for...

| Game Developers | Enthusiasts | Contributors |


Know more...

 | Documentation | Release notes | About Me |



   THE DOWNLOAD SECTION CONTAINS THE SOURCE CODE WITH ALL THE RESOURCES   

NEWS


Dog Fight Studios is Looking for Programmers


If you are interested in working in the indie games industry please read the following:

"Dog Fight Studios is currently looking for programmers that are familiar with XNA Final Engine, we are working on various game projects with the engine that will release this year and need to staff up to keep on schedule. Depending on the project you will either be working with other programmers or by yourself. Projects range from small "arcade like" experiences to larger FPS titles.

Further details can be provided on request. If you are interested please contact me at the e-mail below,

mehar at dogfightstudios.com"

Future Direction


I have finished my master thesis and was recently offered a job at Kojima Productions at their studio in Tokyo. I will have to face new challenges but it is my dream, one that I have being working hard for the last five years. Therefore I am very excited to start working in this new endeavor.

Unfortunately it is possible that I will not have time to continue this project any further, maybe some updates here and there, but not big new releases or new features. However, there is still faith; Dog Fight Studios wants to create a game using this engine so it is possible that they will produce new features or fix some problems.

Version 1.0 is finally here!


Version 1.0 is finally here. It had taken a lot of effort and dedication but I think I am delivering a good and optimized foundation for your games. There still some system to complete like the animation system, or to debug like the music system. However, this version is very robust and reliable, has a big feature set and runs very good on PC and Xbox 360. I hope you enjoy as much as I do making it.

I didn’t make this project alone. Luckily I have received help for a number of talented people. I only have good things to say about you all:
Gustavo: thanks for helping with the data oriented and component based design, for the uncountable tips, jokes and advices, for teach me how to be a lunatic about code readability and for implementing the BEPU physics interface.
Dog Fight Studios: this last months of work won’t be possible without their collaboration, they’ve given me advice, proposed improvements, found bugs, detected bottlenecks, made performance tests, and also provided monetary resources to improve some key areas of the engine. They’ve also donated an App Hub subscription to test the Xbox 360 port and models to better test the engine’s capabilities. I sincerely hope your tech demo rocks!!
Federico Lois: he is the guy that told me very serious “upload your project on the Internet NOW”. A simple but incredible helpful advice. He also finds out some little but important details to improve about my coding practices.
• The VyGLab (Universidad Nacional del Sur). The place where I started making the engine and the place where an excellent group of people walk at my side in my first serious steps in the graphic world.
Michael Brown, Soren Hannibal, Edgar Bernal and so many others for tips and advices.
• And my girlfriend Deniz, Rengo, family and friend to be there when I needed the most.

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Dog Fight Studios Mutual Colaboration


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Dog Fight Studios, a Canadian software company, started researching XNA as a viable platform for developing current generation games and chose XNA Final Engine for use across their internal projects.

Their contributions have helped the engine quite a bit; they’ve given me advice, proposed improvements, found bugs, detected bottlenecks, made performance tests, and also provided monetary resources to improve some key areas of the engine, mostly the light pre-pass stage (optimizations and features), multithreading support, better batching, more editor options, and general improvements in the deferred lighting pipeline. They’ve also donated a App Hub subscription to test the Xbox 360 port and models to better test the engine’s capabilities.

I hope this collaboration will be mutually beneficial, I am positive this will happen.

Last edited Jun 15, 2013 at 4:50 AM by jischneider, version 406