Para no poder ejecutarse en una 360, es curioso que el ProFX forme parte de las XNA desde Marzo
Y para no poder ejecutarse en una 360, es curioso que ya se haya usado en el RoboBlitz...ProFX to be part of Microsoft's XNA Tool Suite
2007, March 26
Today Allegorithmic and Microsoft partner, allowing game creators utilizing Microsoft's XNA to benefit from a dedicated version of ProFX and MaPZone. Part of the XNA Game Studio Express, MaPZone and ProFX will let XNA Creators produce AAA textures for their upcoming games.
Find more on Microsoft's XNA's website.
Fuente: http://www.profxengine.com/index.php?PAGE=PRODUCTIONNaked Sky Entertainment's RoboBlitz™ is the first Unreal Engine 3 based XBox 360 Live Arcade game to use ProFX. Because of our middleware, most of the textures are fully procedural and the entire game fits within 50MB.
As an example, the 73 full materials (about 200 maps: diffuse, specular, normal, etc.) of the first level, representing 80MB of DXT compressed content, are being generated in 4 seconds at load-time. The ProFX description file weighs only 280KB!
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