Quote:Original post by Nitage
No.
I'm claiming that Mono is "not suitable for commerical game programming".
I am not claiming that Mono is ""not usable at all".
You and Promit claimed that Mono was suitable for game developement.
1) Promit didn't claim much of anything, as he himself points out.
2) Usable is a synonym of viable (
reference) so when you did claim it to be unviable,
you did claim it to not be usable at all within the context of commercial* game programming (which is the obvious subject).
3) I've already posted a direct example that could lead to the Tao framework being better suited for a given indie project than MDX. Without addressing this in the slightest, you continue to write off Mono as unsuitable - or more obviously worded, not usable at all in a project with a sane leader/manager within the context of commercial game programming.
4) It's also worth noting that if
this is any indicator, Arena Wars originally used OpenGL.
Quote:W3bbo [Feb 14 2006]: "I'll add that Arena Wars was developed in C#, but the 3D power is OpenGL, not Managed DirectX."
Minh [Feb 14 2006]: "Arena Wars was recently converted to use Managed DirectX. It has an amazing world editor, BTW, if you're interested in that kind of stuff."
(note the timestamps are over a year older than the original release)
I'd wager their reasons had something to do with the same exact situation as I described earlier - API familiarity.
* Where I'm taking "commercial" to mean "In the interests of making money" rather than any "AAA Title/Top of the crop/Big business" definition.