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  • What would most games benefit from having?

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • exporting a maya model to work with Playstation mobile Studio?

    - by spartan2417
    Ive just started to program in Playstation Mobile Studio for the PS vita. The Models that are available to use in Ps Development have to .mdk models. The studio comes with a a model converter that converts from DAE, FBX, XSI and X files. However ive tried converting a maya scene to both DAE and FBX files but the converter returns an error with no explanation. Ive even tried to use blender and the tutorial here: http://www.gamefromscratch.com/post/2012/04/30/Exporting-from-Blender-to-PS-Suite-Blender-to-Vita-in-under-5-minutes.aspx but this fails at the converter too. With regards to maya all i do is export the file with default settings. Anyone know any good tutorials on this or guess why this would be happening?

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  • Resolution changes when using switch

    - by Edward D
    So, the "real" resolution of my monitor is 1024x768. That's what I'd use on my docked Windows laptop, and what I'd use on my Xubuntu desktop connected directly. When I connect a switch, to switch between the two, however, the ubuntu machine's resolution changes. Everything's still proportional, and it still thinks it's doing 1024x768, but the icons and fonts appear larger. Not 800x600 larger, but still big. When I used Xubuntu Precise, I created an xorg.conf file to set a resolution of 1280x1024 which made it look the way it does without the switch ... as a workaround. When I upgraded to Trusty, I lost this. I tried to re-create it, but doesn't seem to load my file. Ideally, I'd like to correct the original problem, but I'd settle for being able to up the resolution. I searched for a while, and tried to do it, but I'm giving up ... please help me out. Controller: Intel Corporation 82915G/P/GV/GL/PL/910GL Memory Controller Hub (rev 04) Monitor: NEC MultiSync LCD 1850e http://www.necdisplay.com/documents/UserManuals/LCD1850E_manual.pdf OS: Xubuntu 14.04 Trusty /etc/X11/xorg.conf: # YOU CREATED THIS FILE # sudo leafpad /etc/X11/xorg.conf Section "Device" Identifier "Configured Video Device" EndSection Section "Monitor" Identifier "NEC LCD1850E" # I found Synchronization Range at: # http://www.necdisplay.com/documents/UserManuals/LCD1850E_manual.pdf HorizSync 31.0-82.0 VertRefresh 55.0-85.0 EndSection Section "Screen" Identifier "Default Screen" Monitor "NEC LCD1850E" Device "Configured Video Device" SubSection "Display" Depth 24 Modes "1280x1024" "1280x960" "1024x768" "800x600" "848x480" "640x480" EndSubSection EndSection

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  • Should actors in a game be responsible for drawing themselves?

    - by alex
    I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following properties... width height x y colour I also have a Pong object which has properties such as... width height backgroundColour draw(). The draw() method currently is resetting the canvas and that is where a question came up. Should the Paddle object have a draw() method responsible for its drawing, or should the draw() of the Pong object be responsible for drawing its actors (I assume that is the correct term, please correct me if I'm incorrect). I figured that it would be advantagous for the Paddle to draw itself, as I instantiate two objects, Player and Enemy. If it were not in the Pong's draw(), I'd need to write similar code twice. What is the best practice here? Thanks.

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  • recent unreliable wireless connection on 10.04 and 10.10

    - by gabkdlly
    Recently, my internet connection over wireless has become unreliable, on both a Dell laptop running Ubuntu 10.04 as well as my Desktop running Ubuntu 10.10 . The problem does not seem to occur on a laptop running Windows Vista. The problem does not seem to occur on my Openmoko Freerunner ( running Android 1.5 ), though I hardly ever use this device to connect over WLAN, so the problem may have just slipped by. This problem does not seem to appear when I boot into Ubuntu 9.10 from a live CD ( more precisely, I was able to ping fu-berlin.de for an hour without any packet loss ). Under Ubuntu 10.10, I am experiencing about 33% packet loss. On my main Ubuntu Desktop, I have tried the following wireless devices: a Longshine PCI card ( an old device with an RTL8180L chip ) a D-Link DWL-510 PCI card ( this device threw warnings in dmesg ) a USB device from MSI ( US54EX ). Usually my wireless network shows up in the network manager with a normal signal strength, even when the connection speed is slow ( which happens often ) or the connection gets reset ( asking me to click connect to re-authenticate my wireless connection ). I have observed this problem with a Netgear KWGR614 Router ( with the manufacturers firmware ), as well as with a TP-LINK TL-WR741ND router running OpenWrt. Taking a look at my routers logs, I find many instances of the following line: Tuesday,04 Jan 2011 03:53:01 [TCP SYN Flood][Deny access policy matched, dropping packet] I know that the Netgear router is susceptible to denial of service attacks, as I have previously been able to disrupt its operation by putting an nmap scan into a while loop. I use WEP on the Netgear router and WPA on the TP-LINK to encrypt the wireless connections. Is it possible that someone is jamming my signal ?

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  • Is there a command to "manually automount" an attached disk?

    - by cheshirekow
    I have an extra hard drive which I use for backups. The label on its one and only partition is "backup". When I open nautilus and click on "backup" it mounds the drive in "/media/backup", and then there's a little eject button next to it's icon in nautilus. If I manually mount the drive by creating a directory and using "sudo mount /dev/sdx /some/dir", the eject icon still shows up in nautilus, but when I press it I get an error because the device was not mounted via whatever it is that mounts it the other way. What I would like is to be able to do this "mount to /media/backup and enable the eject button" via the command line. The goal is to have the device mounted by a script which needs the drive, but then leave it mounted until I manually eject it... if I want to. P.S. I'm aware that I can have the drive auto mounted at startup, but that's not what I'm looking for here, and I'd like to know if this is possible. Clarification: I'm looking for a command to "mount the drive the way nautilus would". This should create the directory "/media/backup", mount the device to that directory, and then when I press the eject button from nautilus, it should unmount the device and delete the directory.

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  • How to write a network game?

    - by TomWij
    Based on Why is so hard to develop a MMO?: Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load balancing. If you're not experienced with writing a networked game, this is going to be a difficult learning exercise. I know the theory about sockets, servers, clients, protocols, connections and such things. Now I wonder how one can learn to write a network game: How to balance load problems? How to manage the game state? How to keep things synchronized? How to protect the communication and client from reverse engineering? How to work around latency problems? Which things should be computed local and which things on the server? ... Are there any good books, tutorials, sites, interesting articles or other questions regarding this? I'm looking for broad answers, but specific ones are fine too to learn the difference.

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  • recent unreliable wireless connection with Netgear KWGR614 router

    - by gabkdlly
    Recently, my internet connection over wireless ( via a Netgear KWGR614 router ) has become unreliable, on both a Dell laptop running Ubuntu 10.04 as well as my Desktop running Ubuntu 10.10 . The problem does not seem to occur on a laptop running Windows Vista, nor on a Desktop running Windows 7 ( this machine is connected with an ethernet cable ). The problem does not seem to occur on my Openmoko Freerunner ( running Android 1.5 ), though I hardly ever use this device to connect over WLAN, so the problem may have just slipped by. On my main Ubuntu Desktop, I have tried the following wireless devices: a Longshine PCI card ( an old device with an RTL8180L chip ) a D-Link DWL-510 PCI card ( this device threw warnings in dmesg ) a USB device from MSI ( US54EX ). Usually my wireless network shows up in the network manager with a normal signal strength, even when the connection speed is slow or the connection gets reset ( asking me to click connect to re-authenticate my wireless connection ). I know that this router is susceptible to denial of service attacks, as I have previously been able to disrupt its operation by putting an nmap scan into a while loop. Is it possible that someone is jamming my signal ?

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  • How to debug lack of sound in Asus EEE PC

    - by Kalmar
    I have an Asus EEE PC 1225B with fresh Lubuntu 12.04. And no sound. It doesn't seem to be some common problem, so I have to make some research what's up. I tried running alsamixer, so I know I have Realtek ALC269VB with nothing muted unexpectedly. What can I do next to identify and solve the problem? Additional info: alsamixer shows two cards: HD-Audio Generic and HDA ATI-SB (Realtek ALC269VB); the first one is muted. ~$ aplay ALSA lib pcm_dmix.c:1018:(snd_pcm_dmix_open) unable to open slave aplay: main:682: blad otwierania audio: Nie ma takiego pliku ani katalogu The Polish part can be translated as "error opening audio: There is no such file or directory". ~$ sudo lspci -v | grep -A7 -i "audio" 00:01.1 Audio device: Advanced Micro Devices [AMD] nee ATI Wrestler HDMI Audio [Radeon HD 6250/6310] Subsystem: ASUSTeK Computer Inc. Device 103b Flags: bus master, fast devsel, latency 0, IRQ 44 Memory at feb44000 (32-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 3 Capabilities: [58] Express Root Complex Integrated Endpoint, MSI 00 Capabilities: [a0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [100] Vendor Specific Information: ID=0001 Rev=1 Len=010 <?> -- 00:14.2 Audio device: Advanced Micro Devices [AMD] nee ATI SBx00 Azalia (Intel HDA) (rev 40) Subsystem: ASUSTeK Computer Inc. Device 103b Flags: bus master, slow devsel, latency 32, IRQ 16 Memory at feb40000 (64-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel

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  • How to prepare a game for localization?

    - by kevin42
    Many projects don't think about localization until the game is done. Then localization is done as a hack, and it's obvious that it was added on later. Some specific areas of concern: Text strings (obviously) Audio clips such as music and/or narratives Text rendered on textures (e.g. a label on a crate) Text rendered in frames in pre-rendered movies Fonts/Character sets for different languages Etc. What are some good ways to prepare for these challenges in the initial development stages, so you can make it easier without incurring too much cost up front?

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  • How to do fluid dynamics like “Where's My Water”?

    - by Edgar Miranda
    There is a game on the app store called "Where's My Water" that is really fun and uses fluid dynamics in its gameplay. You can check out a video of the gameplay... You use your finger to remove dirt from the screen, and then the water just flows to the new area. Anyone knows what engine this was made in and how they where able to get the fluid dynamics in there? I'm using the Corona SDK for mobile development and want to do something similar like this (a game with fluid dynamics).

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  • Thread problem with XNA C#

    - by Luis
    I'm development a network card game, and for now i've two players connected but there is a problem with one of them, this one can't do anything on the game. Looks that screen was blocked. I'm think that is because a code i used before. That code is: if (InvokeRequired) { this.Invoke(new MethodInvoker(delegate { ... })); return; } The code above is surrounding code to changing Button values, make connection with server and create game window. Without this code a warning is shown. InvalidOperationException was unhandled Cross-thread operation not valid: Control 'startGameButton' accessed from a thread other than the thread it was created on.

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  • Making a collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I've learning through creating a game engine. It's located here. In terms of collision, I know only brutefoce detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody6 sh6ed some light on this topic? And I think of making it like the game maker Thanks

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  • How to draw tile edges when you don't know where they're going.

    - by Skeith
    This is more of an art question than a programing one but still game development. I have a tile engine that makes a map randomly from tiles, each tile is a square 3x3 grid. The problem is that while the elements on each tile work well together such as having forests along the top three squares and grass on the other 6, the engine could put the forrests against anything such as rivers, grass, mountains or more forest. how can i draw the edges of the tiles so the look good no matter what they are places against ?

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  • Managing time for success in the industry? [closed]

    - by nvillec
    So about a year ago I decided to pursue programming, specifically game development, as a career. I've always been a pretty avid gamer, from chucking turnips at Shy Guys' faces in the 90s, to downing Heroic Deathwing last week. Just recently though, I've been spending a LOT of time playing games and it's starting to show in my programming classes. Yesterday after a discouraging exam, I put my foot down and vowed to myself to keep the gaming:coding ratio in favor of the one that will hopefully pay the bills later on. I realize that knowing games well is a key part of being a good developer, but as I've been recently shown, there's a threshold of pixelated indulgence that must not be crossed if I'm ever going to land my dream job. I'm assuming many of you are quite enthusiastic about games as well. What advice would you give an aspiring programmer regarding time management? Thanks!! (Also, I'm brand new to Stack Exchange...if this belongs somewhere else, I'm happy to move it)

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  • recent unreliable wireless connection

    - by gabkdlly
    Recently, my internet connection over wireless ( via a Netgear KWGR614 router ) has become unreliable, on both a Dell laptop running Ubuntu 10.04 as well as my Desktop running Ubuntu 10.10 . The problem does not seem to occur on a laptop running Windows Vista, nor on a Desktop running Windows 7 ( this machine is connected with an ethernet cable ). The problem does not seem to occur on my Openmoko Freerunner ( running Android 1.5 ), though I hardly ever use this device to connect over WLAN, so the problem may have just slipped by. On my main Ubuntu Desktop, I have tried the following wireless devices: a Longshine PCI card ( an old device with an RTL8180L chip ) a D-Link DWL-510 PCI card ( this device threw warnings in dmesg ) a USB device from MSI ( US54EX ). Usually my wireless network shows up in the network manager with a normal signal strength, even when the connection speed is slow or the connection gets reset ( asking me to click connect to re-authenticate my wireless connection ). I have observed this problem with a Netgear KWGR614 Router ( with the manufacturers firmware ), as well as with a TP-LINK TL-WR741ND router running OpenWrt. Taking a look at my routers logs, I find many instances of the following line: Tuesday,04 Jan 2011 03:53:01 [TCP SYN Flood][Deny access policy matched, dropping packet] I know that the Netgear router is susceptible to denial of service attacks, as I have previously been able to disrupt its operation by putting an nmap scan into a while loop. I use WEP or WPA to encrypt the wireless network. Is it possible that someone is jamming my signal ?

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  • Confuse with OpenGL, SFML, and its library

    - by Robinson Joaquin
    I am a beginning to enter the world of game development. Lately, I researched that "OPENGL" is one of the tools to use in graphics, then I found out about "SFML" (I think that its a library or something that uses opengl). I am so confuse because all books/ sites said using "GLUT", but many people/fellow developers said that I must use a more updated one like "SFML" but sfml has few/none tutorials. What I am trying to say is "how to create own library or something like your own glut or sfml", and why does opengl has no source code? And how can I use the EXACT(not glut/sfml) opengl in my c++ program? I am so confuse....

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  • How to I teach my artist to do arts for games?

    - by Holm76
    So my girlfriend is an artist and I'm a programmer and we often talk about joining talents and doing some small games or other fun stuff for the different popular platforms currently out. But because I haven't really done any serious games development yet I have a hard time explaining to her how she should create or package the assets she'd make so we always end up not doing nothing about it. What I'm mostly thinking about here is when doing frame by frame animation. I know sprite sheets are used for this kind of thing but then comes questions like frames per second and stuff like like that. Not program wise but art wise. Is there a reference site or sites out there that teach someone with the skills of art how to manage and arrange the assets in sprite sheets and other stuff in words that artists understand?

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  • low level api or graphics library?

    - by German
    Well, I want to learn game development, I've already know a little bit about xna, ogre and DX but, I want to choose one of them and stick with it. I'm not trying to make a "directx vs xna, ogre vs opengl, etc." thread. Some people told me that it's better to learn an engine like Ogre because you can develop games directly and you don't have to worry about the low level details, I know that. Other people told me that it's better to learn a low level api before learning something like Ogre because you will able to understand how it works. Is it valuable to have experience with Ogre or another engine but don't know anything about a low level api? What do you recommend me? Thanks in advance.

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  • How do I convert matrices intended for OpenGL to be compatible for DirectX?

    - by gardian06
    I have finished working through the book "Game Physics Engine Development 2nd Ed" by Millington, and have got it working, but I want to adapt it to work with DirectX. I understand that D3D9+ has the option to use either left handed, or right handed convention, but I am unsure about how to return my matrices to be usable by D3D. The source code gives returning OpenGL column major matrices (the transpose of the working transform matrix shown below), but DirectX is row major. For those unfamiliar for the organization of the matrices used in the book: [r11 r12 r13 t1] [r21 r22 r23 t2] [r31 r32 r33 t3] [ 0 0 0 1] r## meaning the value of that element in the rotation matrix, and t# meaning the translation value. So the question in short is: How do I convert the matrix above to be easily usable by D3D? All of the documentation that I have found simply states that D3D is row major, but not where to put what elements so that it is usable by D3D in terms of rotation, and translation elements.

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  • Best choice for 3D Physics Engine for C#/XNA

    - by Nic Foster
    Since 2007 I've been working on the development of an open-source game engine, and have been using JigLibX for 3D Physics. However, the developers on the project have stopped contributing to it for over 2 years now, and it's lacking features I need, or have major bugs in certain features. What are some good choices for 3D physics engines that are written purely in C#? Are there any that are more complete than JigLibX? EDIT: I just stumbled upon an engine called BEPUphysics. It was supported up until May 2012, which is fairly recent. I may check it out, any information that you guys could give on how complete the engine is would be great.

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  • Ubuntu installed along side Win 8 but not shown in boot

    - by Mahesha999
    Actually the question says it all, but let me tell you what I did, so u may find exactly what might have went wrong: I have Win 8 installed on 500 GB HDD. SO I shrunk it four times for: partition 1 - the original partition containing Win 8 sys (118GB) partition 2 - NTFS formatted for my data (188GB) partition 3 - NTFS formatted for my data (100GB) partition 4 - NTFS formatted for Linux distro 1 (I reformatted it to ext4 during Ubuntu installation) (25GB) partition 5 - NTFS formatted for Linux distro 1 (21GB) So now I booted Ubuntu from USB (created from ubuntu-12.04-desktop-amd64.iso) and deleted last two partitions 4 and 5 to create: partition 1 - ext4 where I installed Ubuntu (25GB) partition 2 - Swap (4GB) partition 3 - unallocated space, not formatted yet (17GB) Ubuntu installation said it installed successfully and that I have to restart to boot in Ubuntu. But when I restart Windows 8 auto booted - there was no dual boot. After that I devided above 100GB partition to 80Gb and 20GB ones (since I read online that I should have /home in separate partition for convenience, so I created 20GB partition for it) So I went on to manually create boot entry using EasyBCD as below show in picture at below link http://s19.postimage.org/dof2zuvw3/Free_BCD.png When I created the entry, FreeBCD showed the information as follows: Windows Boot Manager -------------------- identifier {9dea862c-5cdd-4e70-acc1-f32b344d4795} device partition=\Device\HarddiskVolume2 description Windows Boot Manager locale en-US inherit {7ea2e1ac-2e61-4728-aaa3-896d9d0a9f0e} integrityservices Enable default {ea8167ad-d189-11e1-90e4-ab2f09569dcc} resumeobject {ea8167a3-d189-11e1-90e4-ab2f09569dcc} displayorder {ea8167ad-d189-11e1-90e4-ab2f09569dcc} {ea8167b1-d189-11e1-90e4-ab2f09569dcc} toolsdisplayorder {b2721d73-1db4-4c62-bf78-c548a880142d} timeout 10 displaybootmenu Yes Windows Boot Loader ------------------- identifier {ea8167ad-d189-11e1-90e4-ab2f09569dcc} device partition=C: path \Windows\system32\winload.exe description Windows 8 locale en-US osdevice partition=C: systemroot \Windows resumeobject {9bc7fdf7-3ae0-11e2-be77-806e6f6e6963} Real-mode Boot Sector --------------------- identifier {ea8167b1-d189-11e1-90e4-ab2f09569dcc} device partition=C: path \NST\AutoNeoGrub0.mbr description Ubuntu Notice the last bolded entry created. Howevever after thet, when I rebooted it firstly showed old DOS like bootloader (no Windows 8 UI based bootloader) with two entries Windows and Ubuntu. Windows 8 was booting correctly but I was getting an error while booting Ubuntu taking me to GRUB Rescue. Please help am new to Linux world.

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  • Can't configure 5.1 audio with 12.04

    - by xster
    I have an Intel ALC892 and a Nvidia GT 520m connected to speakers via HDMI. On lspci, I see 00:1b.0 Audio device: Intel Corporation N10/ICH 7 Family High Definition Audio Controller (rev 02) Subsystem: ZOTAC International (MCO) Ltd. Device a218 Flags: bus master, fast devsel, latency 0, IRQ 47 Memory at db400000 (64-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Capabilities: [60] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [70] Express Root Complex Integrated Endpoint, MSI 00 Capabilities: [100] Virtual Channel 02:00.1 Audio device: NVIDIA Corporation HDMI Audio stub (rev a1) Subsystem: ZOTAC International (MCO) Ltd. Device 2180 Flags: bus master, fast devsel, latency 0, IRQ 18 Memory at db080000 (32-bit, non-prefetchable) [size=16K] Capabilities: [60] Power Management version 3 Capabilities: [68] MSI: Enable- Count=1/1 Maskable- 64bit+ Capabilities: [78] Express Endpoint, MSI 00 Kernel driver in use: snd_hda_intel My alsamixer looks like I enabled pulseaudio configuration file to have 6 channels. My sound setting looks like When I use the test dialog, only front left and right have sounds. If I use alsa in XBMC on a 5.1 video, there's no sound. If I use pulseaudio, only front right and left have sound. I can barely hear any speech since I'm guessing it's mapped to front center. Any clues?

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  • How do I debug xorg/fglrx related system freezes on Ubuntu 12.10?

    - by racerror
    My brand new system is randomly freezing and I don't know how to debug the issue. System: AMD A10-5800k Asus F2A85-M motherboard Integrated Radeon HD 7660D 8gb Samsung ddr3 1600 Ubuntu 12.10 Gnome shell / Unity (issue exists in both) xorg.conf (relevant parts): Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:0:1:0" Option "TexturedVideoSync" "on" Option "UseFastTLS" "2" EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "Monitor0" DefaultDepth 24 Option "UseEDID" "False" Option "ExactModeTimingsDVI" "True" Option "NoBandWidthTest" "true" Option "ModeValidation" "AllowNon60hzmodesDFPModes, NoEDIDDFPMaxSizeCheck, NoVertRefreshCheck, NoHorizSyncCheck, NoDFPNativeResolutionCheck, NoMaxSizeCheck, NoMaxPClkCheck, NoEDIDModes" Option "UseEDIDDPI" "False" Option "UseEDIDFreqs" "0" Option "NoLogo" "True" Option "Coolbits" "1" Option "metamodes" "DFP-0: 2560x1440_60 +0+0" SubSection "Display" Depth 24 Modes "2560x1440" EndSubSection I ran memtest on my ram and it checks out fine. I have tried using the latest fglrx and fglrx-beta. I have loaded 3.6.x kernel. I do not see anything relevant in dmesg, kern.log, syslog, .xsession-errors or Xorg.log. I cannot ssh into the machine when frozen from another machine. I know that system resources not being stressed when the crashes happen. It seems that video and any gaming (very simple graphics games) contribute to the freezes most frequently. However, I have experienced the crash before when just using Chrome. I suspect the crashes are xorg/fglrx related, but I have no evidence to back that up. Where should I look? What should I grep for? What should I try next?

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  • 3D game engines for XNA games

    - by Jenko
    Before I start development of an XNA game, I need to choose a 3D game engine to develop upon. Is this belief unfounded? Does XNA have basic object transformation, lighting and mesh/texture importing functionality by which you can develop a decent 3D side-scrolling game? Chances are I'm going to need a 3D engine such as Torque X to handle most of the special effects, animation and sound for me. What are the engines that you recommend building an XNA game with? What work reliably in your experience? Is XNA alone enough? do you have repositories of code that work directly with XNA to create effects and other game environments with sunlight, fog and rain?

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