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Author Topic: comparing XNA/TV3d  (Read 1977 times)
lingo1357
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« on: September 29, 2009, 06:36:11 PM »

hi all,

can you compare tv3d with xna?
wich one is easier to learn ?
wich one is more powerfull?

thanks
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Zaknafein
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« Reply #1 on: September 29, 2009, 10:41:13 PM »

1. Search the forums

2. Search the forums
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lingo1357
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« Reply #2 on: September 29, 2009, 11:13:22 PM »

i'm a beginner. i need experts opinion. Roll Eyes
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Hypnotron
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« Reply #3 on: September 30, 2009, 01:37:43 AM »

answers to your questions from an expert.   Grin

1) yes.
2) depends on what you already know.
3) depends on what you mean.

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sinisa1982
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Siniša Abramović


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« Reply #4 on: September 30, 2009, 02:03:50 AM »

I'm no expert but I use XNA for some time and then I cross to TV3D. From my expirience I can say that there is big difference between TV3D and XNA . First of all XNA is a framework and If you accept these you also accept hard work of define Meshes and Actors ( in XNA you have already Skined Model example so you can use it as Actor or search XNA animation library ) , second you must define physics in your project ( there is some useful library's on the net : JigLibX, BulletX etc... ) and integrate  it. XNA community is huge and you can find examples for everything but be aware how you integrate exampled feaatures in your project . I personally start write game engine in XNA before year ago and I implement lot of feature in it, but still it not a till elbow TV3D so I quit ( better say I stoped  ) my project and start write new one in TV3D.
One of XNA benefit is that associate whit new technologies ( DX 10 , 11 , etc...  ) and it will be updated surely from time to time.
XNA have content pipeline so you don't care where is your model , effect, texure, sound bank etc..., located .
TV3D as is  implement's lot of features and it's great.
The truth is that there some "better" engines , and I tested some of them but at the end I return to TV3D. Why, because it's fast , it's stable, it's programmers oriented , it's include most of everything you will need etc.. etc...
And I'm not sure that can you use for free XNA in commercional projects.
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lingo1357
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« Reply #5 on: September 30, 2009, 02:42:22 AM »

thanks a lot for your comment. but XNA is free for windows games but it's not free for XBOX.
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Zaknafein
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« Reply #6 on: September 30, 2009, 01:28:46 PM »

What I meant by my post is, this topic has been discussed many times before. You should read those two threads because there has already been good information said about XNA vs. TV3D, and I don't want to repeat myself.
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phether
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« Reply #7 on: November 06, 2009, 06:14:06 PM »

Hi Zak Hi Hypno!

Long time guys!  Glad to see some old faces still around here.
I havn't logged on in what feels like forever.

but to answer in brief, because i need break from coding anyways....
DIRECTX (8/9/10/11...) is a API.
XNA is a FRAMEWORK built on top of DIRECTX
TV3D is a GRAPHICS ENGINE built on top of DIRECTX

XNA can be used to make a GRAPHICS ENGINE AND/OR a GAME ENGINE.
then you make your APPLICAION on top of that.

How easy they are to learn vs how powerful really comes down to your background and how much fine control you want.
I have been using TV3D for almost 8-9(?) years now. Since version 6.0 was in beta.

I still use version 6.2 for my legacy apps. (commercial application too...) and it does the job.


XNA i have been using since it was in beta and it is also great.
both are way better than trying to deal with DIRECTX directly.  XNA is closer to the 'roots' of DIRECTX, but TV3D doesn't always give me the very fine control i want.  But then I am NOT a hobbyist programmer. I do this for a living.

(on a side note, i hate XNA's content pipeline.... and bypass it)

Glad to see TV3D has stood the test of time Smiley


PS:Zak has a much nicer write up on the comparison already..... Smiley
« Last Edit: November 06, 2009, 06:17:37 PM by phether » Logged

Birds of a phether...
Code with pride not ego!
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