SlimDX porting progress #1
I feel like I’m creating the whole game all over again =P
Note that everything is still functional, most of the stuff are just .. invisible for now.
Why? Because it’s faster and it allows me stuff that XNA doesn’t.
Why? Cause having an engine that’s completely yours is much better than having half yours.
What’s so bad about XNA? I’m not moving because of its performance, XNA’s speed is really great BUT unfortunately it has one bad thing : limits. ( e.g. externally loading .dds files, why the hell aren’t we allowed to do that ?! )
Anyways, it might take me some time in order to convert the XNA functions to SlimDX.. with a little bit of luck of course !
Feeling sick cause of the darn aspartame
Implemented scripting ! This allows to create/edit stuff without any need of recompiling :)
Completely separated the engine from the game, mixing those two can be really dangerous
This one was a hard thing to figure out
Spent whole 2 days porting my game to XNA 4.0 & NET framework 4 just to realize that I lost 40% of the general performance ( Which is quite a lot, e.g. using 3.1 I had 200+ fps, while in the newest XNA, all I got was a mere 90fps )
I’m still thinking about switching to SlimDX before it’s too late
( picture updated )
MAP EDITOR !
I didn’t want our new member to work with raw files in order to make maps so I decided to spend a few days on making a map editor =)