TXNA is entirely written in C# using the .NET 3.5 Framework and allows building complex scenes with just few lines of code. It also allows unrestricted mixing of engine features that come out of the box with standard Xna programming.
Main features
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Developers can use build in SceneNodes:
- BillboardSceneNode
- CubeSceneNode
- SphereSceneNode
- SkyDomeSceneNode
- TerrainSceneNode
- TiledTerrainSceneNode
- UISceneNode (Button, Label, Image, Text etc.)
- QuadSceneNode
- Many more to come
- Developers can extend any SceneNode and create their custom classes
- Easy mixing standard Xna techniques with engine building blocks
- UI System with implementation similar as in Windows.Forms, even same delegates are used for events
- 2D rendering supported
- Lightning system supporting directionl, point and spot lights
- A SceneManager/Scene concept where only one scene is active and rendered
- SceneManager supports manipulating Scenes
- SceneNodes are added to a Scene
- Powerfull culling during methods to minimize rendering
- Different culling for Update() and Draw()
- SceneNode/Controller concept where a node can have attached multiple controlers
- Build in camera controllers (FPS, FreeStyle, Gravity)
- Create Terrains from heightmaps
- Background Scene loading
- Support for Load screens (splash screens with feedback from the scene being loaded)
Open Source
TXna is an Open Source project which means:
- Early and often updates
- Fast bug fixing
- New features are constantly added
You have something usefull or cool? Why not become a contributor share it with the community!