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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.


Project description...

| CORE | GRAPHICS | AUDIO | INPUT | ANIMATIONS |

| EDITOR | USER INTERFACE |


XNA FINAL ENGINE for...

     | Game Developers | Enthusiasts | Contributors |


Know more...

   | Documentation | Screenshots |

      | Release notes | About Me |



NEWS

Version 0.9 Beta


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The version 0.9 is a direct extension of the previous version. There are no sophisticated new technologies added, but on the other hand, new functionality was developed, a lot of bugs were fixed and some things were extended. Also you will have the possibility of view the first steps of the editor.

The list of changes includes:

• The device disposing situation (very rare) is taking care and all assets will be automatically recreated.
• Fixed some sound bugs and improved the sound effect instances management.
• Added statistics and a statistic drawer.
• Added the editor namespace and some core classes.
• Added the spot light with projective (masks) and standard shadows.
• Added several tone mapping operators.
• Added an auto exposure and a temporal eye adaptation feature.
• The Scene class was moved to the EngineCore namespace.
• GamerServices is initialized selectively on engine startup.
• Shader “last used” variables do not used nullable types (a data oriented optimization).
• Layers are working.
• Objects could have materials per mesh part.
• Improved animation system.
• Fixed a lot of bugs.

Documentation

I’m writing the documentation. It will present a high level description of the different parts of the engine and their interrelationships.

It has to be ready at the same time as version 1.0. Just a little patience.


Last edited Mon at 7:16 AM by jischneider, version 271