I don't think you could add an XNA "driver" for Irrlicht. As far as my understanding of it, XNA relies on the .NET CLR, so it would only work with .NET apps (which is why the XNA Studio is for C#).
I'm pretty excited about XNA and will grab it when its released in a couple of weeks. I'm putting my Irrlicht project on hold till I can check it out.
I don't know if this XNA stuff will work with mixed mode assemblies. If it does (but I doubt it), this would mean that Irrlicht.NET would run on that platform, (maybe with some modifications) which would be great. and also a good reason to invest some more time in Irrlicht.NET again.
Glad to here that from niko! because irrlicht.net
is fast even under c#.
"Hopefully and I beleive XNA will not be that hard
to use in irrlicht.net, because it's already been
use by Mech Commander II and it is written in
native C++ code."
I think XNA will be just a new add on to REFERENCE
for dot net who wants to use XNA capabilities.
Just part of irrlicht related project| CLEAR CODE NOTATIONS IS LARGELY SELF CODUMENTING!
niko wrote:I don't know if this XNA stuff will work with mixed mode assemblies. If it does (but I doubt it), this would mean that Irrlicht.NET would run on that platform, (maybe with some modifications) which would be great. and also a good reason to invest some more time in Irrlicht.NET again.
IIRC the XNA framework won't be allowing P/Invoke so the only way to make Irrlicht.NET work with it is to recode it in C# as was what happened with OGRE.
I like XNA when I demo'd it. Very fun to play with and keep things organized. It would be real nice to be able to use the engine of choice in it. Not to mention being able to make 360 games.
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I think consoles is where irrlicht should go now. Its already one of the better choices for Open Source Graphics/Game development on the PC, and now even PSP. I think This would open Irrlicht up alot more. If not an extension of Irrlicht.NET, maybe release Irrlicht.XNA ASWELL!!!