3d XNA / WP7 游戏工具和技术的良好组合

发布于 2024-12-02 18:39:03 字数 294 浏览 0 评论 0原文

我一直在为 XNA 桌面版开发 3D XNA 游戏,最棘手的问题之一是缺乏对 3D 模型的适当动画支持。我现在正在尝试启动一款适用于 wp7 的游戏,我想知道根据经验推荐的工具组合是什么。

简而言之:我正在寻找以下工作流程

  • 建模
  • 纹理
  • 动画
  • 导入项目的

技巧/最佳实践/经验我知道在creator.xna.com上有教程,但我专门寻找现实世界的示例。我自己编写的代码越少越好。我特别不喜欢那里的示例,因为那里有很多用于导入和处理动画的自定义代码。

I have been working on 3D XNA games for the desktop version of XNA and one of the most stinging problems was the lack of proper animation support for 3D models. I am now trying to get a game for wp7 started an am wondering what a recommended combination of tools is based on experience.

In short: I am looking for tips / best practices / experiences with the following workflow

  • modelling
  • texturing
  • animating
  • importing into project

I know that there are tutorials on creator.xna.com, but i am specifically looking for real world examples. The least code i have to write myself, the better. I particularly dont like the examples on there because there is a lot of custom code going on in there for importing and working with animations.

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评论(2

孤独岁月 2024-12-09 18:39:03

有很多自定义代码,因为 XNA 就是这样。我很惊讶我必须实际使用数学来计算如何以一定的速度在屏幕上移动对象。我的意思是,谁曾想过数学除了计算变化之外还有用处!?您最好的选择是查看 XNA 的一些相同的库。 Codeplex.com 有不少。我没有任何经验,因为我们做了纯粹的二维事情。

XNA 3D 游戏库 http://www.synapsegaming.com/products/sunburn/engine/

大量 XNA 资源和游戏引擎的链接

或者您可以使用类似 Unity3D

尽管我认为 XNA 很酷,但令我惊讶的是您需要手动完成大量工作。我想我不应该这样。 Creator 示例中的大部分代码都可以删除并重新使用。问题是找到你需要的东西并理解它在做什么。好吧,这是我的问题。

祝你好运

There is a lot of custom code because that is how XNA is. I was amazed I had to actually use math to figure how how to move an object across the screen at a certain speed. I mean who ever thought math would be useful beyond counting change!? Your best bet would be to go look at some of the same libraries for XNA. Codeplex.com has quite a few. I have no experience with any since we did purely 2d things.

XNA 3D game library http://www.synapsegaming.com/products/sunburn/engine/

Links to a ton of XNA resources and game engines

Or you could use something like Unity3D.

As cool as I think XNA is, I was surprised on how much you have to do by hand. I suppose I shouldn't be. Much of the code from the examples on creator can be ripped out and resued. The problem is finding what you need and understanding what it is doing. Ok that was my problem.

Good Luck

以为你会在 2024-12-09 18:39:03

这完全取决于您自己的经验。例如,我是 MaxScript 的老手,所以我总是喜欢 3dsmax,因为我知道我不会在内容管道方面遇到太多麻烦。另一个人可能更熟悉 Maya 脚本,因此选择 Max 对他们来说是疯狂的。这个问题确实没有“正确”的答案。

我特别不喜欢那里的示例,因为那里有很多用于导入和处理动画的自定义代码。

这就是游戏开发的世界 - 它并不都是有趣的。

It depends entirely on your own experience. For example I'm a dab hand with MaxScript so I would always favour 3dsmax because I know I wont have too much trouble with the content pipeline. Another person might be much more familiar with Maya scripting so chosing Max would be madness for them. There's really no "right" answer for this.

I particularly dont like the examples on there because there is a lot of custom code going on in there for importing and working with animations.

This is the world of games development - it's not all fun.

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