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DropnFBombs

Microsoft burned down my home, where now?

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Long story short I've been using XNA for 6 years now just playing around with code, not actually producing anything.  It helped me get to where I am today; a professional coder using C#.  Well, apparently XNA is dead.  After 2 hours of despair I decided that I'd try going to C++ and Direct X (I used them at school so I have some idea of what I'm doing).  From what I've ready I can't do that with the new version of VSE; I have to pay to upgrade which I refuse to do unless I started actually making money from my hobby.

 

So where to now?  I've been looking at Unity, which apparently uses C#, however I've never been able to get into it, like at all.  I install it, see what looks like a map editor, and decide it's not for me because I'm not looking for a game engine I'm looking for a game library.  I'm not really sure if there is anything like XNA out there.  

 

I can say I'm pretty pissed off at Microsoft; all this talk about supporting Indie development then they just yank out the carpet for no reason.  I honestly don't know why they did it, especially with them trying to get people developing cross system apps for Windows 8 and especially with them having C# as a primary app language.  It just made sense to me that they would expand on XNA to work with all versions of Win 8, straight PC, 360, and the new 720, but instead they slammed the door shut.  Don't know where to go from here.

 

Any thoughts?

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No, XNA is not dead. I suspect it will get at least 3-4 more years of life, at least.

 

I, for one, am viewing the lack of updates to the API as a Good Thing (no more broken code for dubious new "features").

 

3 yrs ago, I switched from C++/DirectX into C# / XNA. Yes, I still have the C++/DX engine/game codebase. But I'm not returning back to it.

 

 

I am sticking to XNA, since thanks to MonoGame I have an access to all platforms i could possibly have my games on. Yes, iOs and Android require some investment (Xamarin), but without Mac you can't really test your app anyway (i.e. using remote desktop - virtual macs), so it's not that big of a deal.

 

 

 

It remains to be seen how much of an indie support will the new XBOX get. Let's wait for that first, before burrying XNA...

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monogame is written the exact same as XNA the only difference is how it handles resources. I had to use it recently for a competition and after a short while setting it up I had no problems with it.

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If you are use to C#, try SharpDX it is really nice to work with, I never really liked XNA as it hid far too much lower level stuff that was important from a learning perspective and was DX9 only. I say give SharpDX a go before going pure raw C++ or COM warfare as I like to call it

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I agree, I think it would have been a great idea for Microsoft to continue with XNA and integrate it with the new Windows 8 Metro/store etc, instead they did not, who knows why?

 

I think the final determination of Microsoft and indie game developers will be what they do with the NextBox. Ive already left XNA and have been using MonoGame and MonoGame only (I only use XNA to compile content once in a while). The Windows DirectX platform of MonoGame will probably release soon (the current released windows version uses OpenGL), you can already use a early version of it by downloading from the MonoGame github.

 

The DirectX MonoGame platform uses SharpDX and Direct3D11, they have already started expanding the API further than XNA (multiple window support, RenderTarget3D class, etc...)

Edited by Xanather

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