Work in progress
This software is not completly production ready and work in progress. We started in September 2011 and many things are still to do and unfinished but we are on a good way. See Current Status
for a overview how much of XNA compatibility ANX has reached. This software is mostly usable in a production environment but not all features are finished.
The first goal is to create a 1.0 version which has the same features as XNA and which behaves the same way.
The ANX.Framework is a platform independent game framework which is compatible with Microsofts XNA Framework.
BTW: ANX is the acronym for 'A
NA' and XNA is the acronym for 'X
cronymed' ;-) BREAKING NEWS
Today the first ANX game was approved for the Windows 8 store
: Whac-A-Hamster by our team member rene87. You can download it here: http://apps.microsoft.com/webpdp/de-DE/app/whac-a-hamster/659d78c8-2eb4-4fe7-8560-d56c849f5827
. This is no AAA game and it has a easy concept but it is a great proof-of-concept for our work. It proofes that you are able to create Win8 ModernUI games with ANX.
What is the purpose of the ANX.Framework?
The ANX.Framework is a framework which is source compatible with Microsoft's XNA framework 4.0
. Source compatibility means, that you can "translate" a XNA game project to be a ANX game project by simply replacing all namespaces from Microsoft.XNA.Framework
. The advantage of ANX is simply that you are able to swap the RenderSystem, the InputSystem and the AudioSystem. By swapping this systems you are no more limited to run your game using DirectX9 which XNA is using. ANX comes with a DirectX10 RenderSystem as a default. A DirectX 11, DirectX 11.1 and a OpenGL 3 RenderSystem is currently in development. This will make it possible to run your games on Linux and other plattforms which are supported by OpenGL etc. simply by swapping the namespaces.
After finishing the work on the core functions of porting the XNA framework over to ANX we will concentrate on finishing more RenderSystems, InputSystems and AudioSystems.
Another important point of the ANX.Framework is the fact, that the DirectX10 RenderSystem (and the DX11 and 11.1 RenderSystems too) are based on the awesome SharpDX
project which is known as the fastest managed DirectX wrapper existing.
Current State of the project.
The current state is that we reached the goal of having the same signature as XNA (The way you can call all classes from your project) and we also got a first rendering sample to run on Ubuntu. This doesn't mean we have all of the features implemented yet! However we're making great progress and are working hard on implementing all the features XNA does. The RenderSystems are becoming more stable all the time and also the InputSystem is progressing. The next big task will be the AudioSystems.
These are some things that already work (this is not supposed to be a complete feature list):
- RenderTargets (MultiRenderTargets are missing)
- Depth/Stencil Buffers
- ContentPipeline reading of original XNB-Files
- Vector2, Vector3, Vector4, Matrix, Quaternion, Rectangle, BoundingBox, BoundingSphere
- Basic OpenGL-Rendering on Ubuntu 11.10
- DirectX 10 and 11 rendering
Is this "yet another game engine"?
No, ANX is not another game engine but it is perfectly suited as basis of your game engine. ANX is a graphics, input and sound framework. It gives you a nice and easy to learn interface to the beasts that handles all the graphics stuff like DirectX and OpenGL. ANX will make it easy for you to dive into game development but you have to code. It is low level but it hasn't a steep learning curve like DirectX and OpenGL.
You have questions?
There is no such thing as a stupid question! Feel free to ask whatever you wan't about the project, either in the Discussion Tab
or in our Forum: ANX on indiedev
Who are the guys behind ANX?`
We have created a dedicated team page
to introduce the guys behind the ANX.Framework. On the member pages you will find information about every team member.