Ok, it has been way too long since I've posted. Chalk it up to exams, the holiday, and a World of Warcraft binge (I got my mage up to level 70 - woohoo!).
Anyway, I've pretty much given up on XNA in favor of OpenGL for my project. There are a couple of reasons for this.
First, I've used OpenGL in the past, so the learning curve won't be quite as steep.
Second, I'm not creating a game, so XNA doesn't fit quite right. OpenGL runs on my laptop (XNA doesn't - at least, not the examples I've tested). I'm not creating models and importing them into the app, which seems to be what XNA is tailored to do.
Third, I can run OpenGL inside a windows form, with menus and whatnot. Very handy for what I want. I found an open source control to make it trivial.
I'm not bashing XNA. If I were writing game, I'd use it in a heartbeat. But I'm not writing a game, which at least in my opinion, makes OpenGL a better choice.
Right now, I'm going through some OpenGL examples, trying to get the transparency right. The code is all in the devbiosim subversion repository on SourceForge, under the OpenGL examples spike.
Monday, November 26, 2007
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