GDC, "SunBurn" Beta, and Write-up on Ziggyware
by John Kabus (BobTheCBuilder) · 02/12/2008 (1:05 pm) · 14 comments
GDC 2008
I'll be at GDC again this year representing Synapse Gaming. If you're going to GDC and interested in meeting up you can contact me at: jkabus@synapsegaming.com. I look forward to seeing you there!
SunBurn Lighting System Beta
This weekend we announced our latest lighting and material engine, codenamed "SunBurn", for Microsoft's XNA Game Studio. SunBurn provides XNA developers with highly flexible unified dynamic lighting, shadowing, and material systems.

SunBurn is the culmination of years of architectural design aimed at creating lighting and material systems that are as easy to integrate into existing games and engines, and to customize, as they are to use out of the box. Based on the feedback we've received and the work already being done with SunBurn, it looks like we definitely achieved that goal.
SunBurn is entering private beta and we are looking for people working with XNA to put the system through its paces. If you are interested in beta testing SunBurn, contact us (beta.sunburn@synapsegaming.com) with some information about you, your team, and the XNA project(s) you are working on.
Review on Ziggyware
Michael Morton posted an awesome review of SunBurn over at Ziggyware.com. He covers some of SunBurn's features, its flexibility and easy to use architecture, and his experiences beta testing it.
For anyone not familiar with Ziggyware, it's one of the top XNA resource and news sites, and Michael is the owner/operator, so it's one hell of a cool write up - thanks Michael!

For more information on SunBurn check out my personal blog or the SunBurn page.
I'll be at GDC again this year representing Synapse Gaming. If you're going to GDC and interested in meeting up you can contact me at: jkabus@synapsegaming.com. I look forward to seeing you there!
SunBurn Lighting System Beta
This weekend we announced our latest lighting and material engine, codenamed "SunBurn", for Microsoft's XNA Game Studio. SunBurn provides XNA developers with highly flexible unified dynamic lighting, shadowing, and material systems.

SunBurn is the culmination of years of architectural design aimed at creating lighting and material systems that are as easy to integrate into existing games and engines, and to customize, as they are to use out of the box. Based on the feedback we've received and the work already being done with SunBurn, it looks like we definitely achieved that goal.
SunBurn is entering private beta and we are looking for people working with XNA to put the system through its paces. If you are interested in beta testing SunBurn, contact us (beta.sunburn@synapsegaming.com) with some information about you, your team, and the XNA project(s) you are working on.
Review on Ziggyware
Michael Morton posted an awesome review of SunBurn over at Ziggyware.com. He covers some of SunBurn's features, its flexibility and easy to use architecture, and his experiences beta testing it.
For anyone not familiar with Ziggyware, it's one of the top XNA resource and news sites, and Michael is the owner/operator, so it's one hell of a cool write up - thanks Michael!

For more information on SunBurn check out my personal blog or the SunBurn page.
#2
Video! Video! Video! :)
02/12/2008 (2:00 pm)
Looks excellent John, great lighting is so important and so hard to pull off.Video! Video! Video! :)
#3
02/12/2008 (3:03 pm)
wow, that looks great! really sharp!
#4
02/12/2008 (3:41 pm)
Sharp is exactly the word I was going to use! John - Sunburn looks fantastic. Enough to make me want to start working on an XNA project ;) And it should open your excellent work up to a much larger audience, congrats. Sorry I'll miss GDC this year!!
#5
02/12/2008 (5:00 pm)
GREAT!
#6
02/12/2008 (8:21 pm)
Awesome John. I was wondering when we'd see this. I can't wait to see it in action!
#7
02/12/2008 (9:09 pm)
Looks amazing please post a video
#8
Thanks! The best way to see the system in action is to join the beta. ;)
Hey Brett,
If you're heading to GDC we should meet up.
02/12/2008 (11:16 pm)
Hey guys,Thanks! The best way to see the system in action is to join the beta. ;)
Hey Brett,
If you're heading to GDC we should meet up.
#9
Fredrik S
02/13/2008 (6:28 am)
Wow. This looks amazing, John. Will sunburn be ported to any of the Torque engines?Fredrik S
#11
02/13/2008 (6:59 am)
If Sunburn is built for XNA it should be possible to plug it into TorqueX then?
#12
I think Torque X is still running against XNA 1.0 - it probably needs updated to XNA 2.0 to support SunBurn.
There are plans for a native port of SunBurn, but nothing specific about which engines it will support. Of course the system was designed with integration in mind and is extremely easy to incorporate into existing codebases, so even if we do not have built-in support for your engine, you can still add SunBurn to it.
02/13/2008 (12:32 pm)
Hey guys,I think Torque X is still running against XNA 1.0 - it probably needs updated to XNA 2.0 to support SunBurn.
There are plans for a native port of SunBurn, but nothing specific about which engines it will support. Of course the system was designed with integration in mind and is extremely easy to incorporate into existing codebases, so even if we do not have built-in support for your engine, you can still add SunBurn to it.
#13
02/13/2008 (12:59 pm)
Without making too overt a promise here, GG will be releasing an update to Torque X for XNA 2.0 compatibility here very soon. We'll also be talking with John about how best to make Torque X work with SunBurn. Native engines too :) 
Associate David Montgomery-Blake
David MontgomeryBlake