XNA's Future

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23 comments, last by Xanather 11 years, 5 months ago
Edit: forget what i just said, changed my mind. ill just use monogame heh
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It is only a matter of time before this topic arises again, but with DirectX being dropped. (or Unity etc...)

Projects and technology die (especially closed source ones) which is nothing new. It is important for a developer to adapt.

Even though OpenGL is likely to outlive us all, it may still have major API changes that still break our code requiring the majority of your code to be rewritten anyway. I.e since Quake 1 used a lot of the fixed function pipeline (it is all they had back then), once this is removed from OpenGL drivers, Quake 1 will need a serious rewrite.

What I might add though is that XNA code is a lot more easy to port to a new graphics API than Unity 3D... So I would have major concerns about using the latter especially since it's lifespan is artificially restricted due to DRM so once they turn off the activation server (even for the free version) you are screwed!
http://tinyurl.com/shewonyay - Thanks so much for those who voted on my GF's Competition Cosplay Entry for Cosplayzine. She won! I owe you all beers :)

Mutiny - Open-source C++ Unity re-implementation.
Defile of Eden 2 - FreeBSD and OpenBSD binaries of our latest game.
@Karsten_ - You should probably edit your post as I'm sure you didn't mean that DirectX is being dropped. Because it isn't.
?.. I never said DirectX has been dropped.

All my post really suggested was that technology comes and goes, those who adapt quicker, win.

For the record, Unity isn't being dropped any time soon either AFAIK.
http://tinyurl.com/shewonyay - Thanks so much for those who voted on my GF's Competition Cosplay Entry for Cosplayzine. She won! I owe you all beers :)

Mutiny - Open-source C++ Unity re-implementation.
Defile of Eden 2 - FreeBSD and OpenBSD binaries of our latest game.
Forget it, i am moving to SharpDX, ive played around with SharpDX.Toolkit and it really impresses me, cant wait for the mouse/keyboard input update.
Better yet, it uses DirectX 11 smile.png.

This also means I can move onto Visual Studio 2012.

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