Skip to main content
GameDev.net gamedev.net
🔒 Locked

Engine question

Started by BrioCyrain Jul 1, 2008 at 7:41 AM 2 replies 700+ views
Original Post
BrioCyrain
BrioCyrain
So let's say you wanted to program an "Engine" for use in XNA, do you program it in Visual C# and then somehow "export" it for use in XNA, or do you use the XNA API and directly program it in the XNA API?
MJP
MJP
Well what exactly do you mean by "use in XNA"? The XNA Framework is just a bunch of classes, you can use them however you'd like in your code.

[Edited by - MJP on July 1, 2008 9:09:23 AM]
mpipe
mpipe
Quote:
Original post by BrioCyrain
So let's say you wanted to program an "Engine" for use in XNA, do you program it in Visual C# and then somehow "export" it for use in XNA, or do you use the XNA API and directly program it in the XNA API?


I don't think you really have enough experience to even consider making an engine. I'd say download XNA and start playing with it so you get a feel for how it works. You need to know how to program with C# to make any headway, though. There are lots of tutorials out there, though, so learning isn't too hard.
bschneid
bschneid
Visual C# is an IDE, which is just a program which makes it easier to develop in because of features like syntax highlighting, debugging, and compiling. C# is the language itself, and XNA is a library which adds functionality on top of C#. So, you write the engine in C#, using the functionality of the XNA API, all inside the IDE Visual C#. To use the engine, you just include it's files in a project and voila!

I believe you might be confused about what some of those utilities actually are. See mpipe's post above mine. I'm not sure how much experience you have with C# but I get the feeling you might not be ready for XNA. I could be wrong, but it's the impression your post gives off.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.