xna dead. now what?

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15 comments, last by locoflop 11 years ago

We use XNA for our game, and it works quite well on all supported platforms. We've got problems with other things, not XNA. We aren't going to switch to anything else in the foreseeable future... there's just way too much code to port, and so long as our clients are happy, we don't care if there aren't gonna be updates for the XNA runtime. Which is even better, cause we'll then have to figure out an update strategy for clients with poor internet access.

Anyway - go and use XNA. When Monogame is ready (and by ready I mean they've got fully functional content pipeline), it might be sensible to do the switch. If you're just starting out - it doesn't really matter. Also, please do consider engines and not frameworks.

EDIT:

Don't do C++ if you are a lone dev, apart from purely academic interest. In C++, you've got nothing (in terms of standard libraries). Take for example validation/activation logic. You have to look for REST/JSON/HTTP client/encryption libraries. True, you can code all the shit in sockets, but you'll waste weeks doing meaningless boilerplate instead of getting ahead of your competition. And don't forget the debugging bliss of stepping through assembly for every serious problem that you've got istead of the friendly .NET stack trace. C++ is an option only if you've got the experience AND existing code base you can take advantage of. Plus, you need bigger teams with C++ (which are more expensive in case you're hiring).

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Eh? Now I'm no C++ expert. But between libraries such as STL, Boost, RakNet, Winsock, Qt, WxWidgets, just what kind of low-level programming will any idiomatic C++ programmer be doing? There are so many libraries for C++ that you'd have an easier time avoiding pirahna in bloody waters, than not finding a library you need. Any writing any non-trivial software will take as large a team in C++ as it would in C# or Java or Python.

Beginner in Game Development?  Read here. And read here.

 

+1 for MonoGame, I find it really cool, not only can you still use XNA but it works on multiple platforms aswell!

I try to contribute to the MonoGame project where I can with my very scarce low-level programming knowledge, but I have to say that its a very active open source community! Has its own website now aswell showcasing many of the games (monogame.net).

MonoGame has the best future out of the open-source alternatives, though it still has its share of troubles for some with setting it up for various other platforms and building programs in them. It's also rough trying to port something more graphically intensive with many custom shaders. One big missing feature for me is hardware instancing. Still, it is the most complete in functionality, beating all of the other ones I've browsed- one in particular was full of NotImplementedExceptions!

I will be sticking to it for its multiplatform support. Before, I was entertaining the idea of doing a port such as going from XNA to pure DirectX, then to OpenGL, or sticking with C# and using the OpenTK library. MonoGame abstracts the use of OpenTK for Linux and Mac platforms.

New game in progress: Project SeedWorld

My development blog: Electronic Meteor

No support from MS can also be a good thing in terms of stability.

It means that your engine will not break when they release an "update".

It means, that you won't have to read articles about "it took me an hour to change things for my game and now I run using the latest version of XNA".

Sure, if all you do is just couple sprites, but as soon as you have something even remotely slightly complex, it is not going to be an hour. Or day for that matter.

So, I personally am glad they are not going to introduce any more hacks into the API and the thing will remain stable for the foreseeable future.

Which, if you plan to use MonoGame for all other platforms, is really critical.

I just saw the video of Content Pipeline running in Linux. Man, I'm so excited. Just few more months and we can switch to MonoGame...

VladR My 3rd person action RPG on GreenLight: http://steamcommunity.com/sharedfiles/filedetails/?id=92951596

When i found out that XNA was no longer supposed to be updated I started looking around for alternatives. After months of searching I tested Unity3D and I must say that that is the best software I have ever played with. Its not XNA like but if you used XNA because of its simplicity I strongly recommend Unity. And Microsoft have announced that they will be supporting unity and unity will be able to make metro apps with xbox live. So basically Unity is going to be the replacement for XNA.

Here is my favourites (random order):

  • SharpDX: If you want DirectX support currently better for Windows PC, perhaps in the future also for tablets/mobile. There was an ongoing vote to convice Microsoft to enable some functionality that could allow developers to support mobile/tablet devices running Windows 8, but who knows what happened.
  • OpenTK: Very good for cross platform (Windows/Mac/Linux), unfortunately support is halted so you must use the repo of Andy Korth at github in order to get the latest version. Also if you are interested in MonoTouch and MonoDroid chances are that you can reuse most of your code.
  • Pencil.Gaming: An evolution of OpenTK, more clean and practial. It looks like a polished version of OpenTK that is tied to GLFW3 instead for Window management.
  • Unity: You will have to use it to believe. For me personally, let me do other creative things in game rather than system development. It's a matter of where exactly is your interest.

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