FlatRedBall XNA Engine
As Glenn Wilson noted, the FlatRedBall XNA Engine is alive and kicking. This is a very interesting engine which will make things simpler for you. Be sure to check it out!
It’s here! Finally the FlatRedBall XNA Engine is available to the public. For those of you who have waited patiently, thank you for sticking with us.
FlatRedBall XNA is the evolution of FlatRedBall MDX. We’ve learned over the years about how to make games efficiently – both things which work and things to avoid. FlatRedBall XNA is a complete rewrite which incorporates everything we’ve learned over the past few years and we are happy to finally open the library to the public.
Naturally, this is a first release. I suppose you could consider it “beta”, although I prefer to not use this term. As you may be familiar, we continually upgrade our engines and we never want to consider our work “finished”. There is always more to do. While we have taken time to stabilize syntax, identify and fix bugs, and include as many features as we could during the past few months, there will undoubtedly be a few unexpected snags.
If you have come to appreciate and expect the monthly release schedule of FlatRedBall MDX, then rest assured that this tradition will continue to live with FlatRedBall XNA. We are committed (or perhaps even obsessed) with creating the best, easiest to use XNA engine available and we will work our hardest to give the community the most up-to-date libraries.
So, where to begin? Get the engine in our downloads section.
Then start with the tutorials section here.
Can’t get enough information? Then check out the code reference section here.
Thanks to everyone who helped this come together including Tom, Cesar, Michael, Jeff, and Joel. If I forgot your name, my apologies – you have my gratitude for helping.
–Vic–

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