I started researching terrain collision detection. It turns out this is not easy. I created a class that took the mesh data of models passed through and checked to see if they collided with my player object. My end result was so bad that I realized it would need some heavy tweaking, smoothing, and so on in order for it to be presentable. I wanted to release a game sometime this decade, so I researched if there was anything decent available already. I eventually arrived at the Sunburn Framework which is used with and compatible with a physics engine called “BEPU”.
I also spent much of the month researching alternatives to XNA. It dawned on me that XNA has been “dead” for about two years and Microsoft isn’t talking about its future. I spent time learning the ins and outs of engines like OGRE and one promising game engine called Delta Engine. It looked great and I was willing to order a license. However, the code hadn’t been updated for quite some time and there was literally no documentation and community support for it. They had a new version release date of September, but it came and went and the next release date was moved to November. If I was an experienced game programmer a year into designing and coding 3D games I might have gone for it anyway, but I’m not, so I didn’t!
In any case, the general consensus is that XNA is going to morph into Windows Metro. It’s also strongly hinted that the community is close to modernizing XNA on its own. I took the chance and decided to keep the project XNA through its entire life regardless of the consequences.