Some suggestion to XNA GSE.

Hi everybody!
I have an idea for the XNA Game Studio Express. First, for all things i've heard about XNA, i must conclude that it will not so easy to create games on it. So, i come here with a little idea that can be implemented in future versions of XNA. I will call that "Pluggable Engines". The objective of this technology is to provide engine writers with tools to ease their works and to make a engine able to integrate with the XNA Game Studio Express without the need to write add-ons. So here is my idea:
The XNA should provide a set of classes to do the following:
  • When you install your engine in a machine with XNA GSE, the framework should provide methods to register your Dlls and to attach a meaning to these DLLs. Ex.: What DLLs i need to package when i deploy my game and what DLLs i don't need to package (Ex.: DLLs that are just tools used on the development process that helps the developer providing UI capabilities in the XNA GSE and so on...).
  • Allow engines to extend XNA GSE providing UI capabilities to aid the developer on the development process. Ex.: A engine could use this aspect of the pluggable engines to provide a TileSet Editor tool on XNA GSE. I know that this can be accomplished by writing add-ons (when i say add-ons i mean the add-ins and the VSPackages) but this is a hard task that demand so many things... The worst thing in writing add-ons to Visual Studio is that we need to submit a request to Microsoft to gain a PLK...
  • Allow engines to integrate with each other. Ex.: A 2-D game engine that integrate with a 3-D game engine without the need of the engines to know how their "partners" works.
Well, what i want is that you guys provide a easy way to write engines with UI features (like the Torque Engines...). So easy that anyone could write one. I want to provide a IDE to my engine but why should i write a new one when i have a good IDE that is XNA GSE?

Another way to accomplish that is by creating a componentized API that allows anyone to write components. This should work the same way the Microsoft Forms components works in Visual Studio. So, you could put all the components on the screen, set their properties and events and voilá! You have a game! The components should provide powerful designer that allow the components to display some UI features. Ex.: A tile-set editor can provide some tool-bars to aid in drawing and so on...

Anyway, i am still excited with XNA GSE and i am looking forward to it. Thanks for your time guys and sorry if i did any grammar mistake. I am brazilian (my native language is portuguese) and i don't speak english but i did my best!

[2795 byte] By [danskcarvalho] at [2008-2-15]