MTM2 + XNA Game Programming = ???
MTM2 + XNA Game Programming = ???
I'm taking an XNA (v3.1) programming class right now that deals with Xbox 360, Windows, and Zune game development... anyone ever used it or know this language? It's based upon C#, but its a totally game-oriented programming language - its very highly object oriented... after making some simple 3d racing games in class... I wonder if it would be possible to modify/rewrite mtm2 source in it... anyone have any idea? check out XNA on www.xna.com or creators.xna.com/en-us... its really really really powerful and kinda got my head spinnin, just thinking about how it could be used to make completely redone, or modified version of mtm2...
SOLUTION: Take a match, add fuel... and BURN!
- Kmaster
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Well C# is very powerful and easy to use, the only problem is the net framework.
Draggers have been working on a game based on mtm2 called Monster Freestyle racing I think, but still a beta and we haven't heard anything from developer in some months.
It wouldn't be -that- difficult to make a 3D racing game which can load POD files, use BIN models, RAW textures and race with TRK trucks. But it would have to be written from scratch because there is no source code available for MTM2.
Draggers have been working on a game based on mtm2 called Monster Freestyle racing I think, but still a beta and we haven't heard anything from developer in some months.
It wouldn't be -that- difficult to make a 3D racing game which can load POD files, use BIN models, RAW textures and race with TRK trucks. But it would have to be written from scratch because there is no source code available for MTM2.
Last edited by Kmaster on Tue Jun 15, 2010 2:03 pm, edited 1 time in total.
yes, the .net framework does not allow for good framerates. Would need a lower level language.
This language he is advertising, is it free?
This language he is advertising, is it free?
Last edited by Slayer on Tue Jun 15, 2010 12:58 pm, edited 1 time in total.

SOLUTION: Take a match, add fuel... and BURN!
I'm fairly certain its free, I dont really know - I know I got the XNA project class for VS2008 for free, and the book was like 42.99 or somethin - and thats here at college. idk how much VS costs, they gave me a few copies of it for nothing. as far as being MS only and proper modern technologies, yes - that totally sucks... btw - XNA framerate default is 60 - i dont know what the max is tho, i just know that much:S
SOLUTION: Take a match, add fuel... and BURN!
yes it requires .net 3.5, but - XNA is its own framework... http://creators.xna.com/en-us/XNAGS3.1readme
SOLUTION: Take a match, add fuel... and BURN!
I'm fairly certain that the only correspondence between c#, xna, and net 3.5 is some of the variable reference, syntax, and some names... atleast as far AS I KNOW... when I go to class tomorrow n find out, because u have to use an XNA installer on 360 to be able to play an untested game, and when using vb2008 - .net3.5 has to be installed to use certain types of applications in different dev. settings - i know it didnt have to be during my VB class, but when I took C++ i had to install .net FW... to use the c++ dev module - and i didnt have to install .net FW to install XNA game studio - its more of a cross of VB n C# than anything... its kind of weird... i dont necessarily know the limitations of .net FW or all that much about it - ive done some ASP.net things - i know it has not much, if anything to do with that - since its MS based too (so i understand-i couldnt say FOR SURE, but i know it uses VB syntax and some other funky language i cant remember at the moment, im sure its in my notebook) - but I would like to learn the pro's n con's of .net FW - these are the things I havent been taught, so please - educate me
SOLUTION: Take a match, add fuel... and BURN!
Pro's and con's of .net?
Uh, lots of wheels already invented and ready for use, no need to re-invent the wheel.
Con though is this wheel was designed to fit a million different uses, making it extremely fragile, insecure, and slow.
I have several video game hacking tools written in .net, but nothing performance minded. .Net just executes too slowly. VB6 actually executed faster, and VB6 is pathetically slow compared to other languages.
About the only thing slower than .Net is Java. Most games are written on variations and frameworks for C and C++.
I haven't seen statistics for 3.5, just 1.0 and 1.1. Maybe the speed has improved...
But from what I have learned so far, DirectX does most of the work anyways.
Uh, lots of wheels already invented and ready for use, no need to re-invent the wheel.
Con though is this wheel was designed to fit a million different uses, making it extremely fragile, insecure, and slow.
I have several video game hacking tools written in .net, but nothing performance minded. .Net just executes too slowly. VB6 actually executed faster, and VB6 is pathetically slow compared to other languages.
About the only thing slower than .Net is Java. Most games are written on variations and frameworks for C and C++.
I haven't seen statistics for 3.5, just 1.0 and 1.1. Maybe the speed has improved...
But from what I have learned so far, DirectX does most of the work anyways.

- TlathamXmahtalT
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JerOutlaw wrote:keep us updated with your progress!
Ditto... good luck FoXx
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