I really thought C#/XNA was "the" thing to use for gamedev, and not just because of xbox stuff?
What are we gonna use now, UE3 and Unity?
[QUOTE=latin_geek;39442072]I really thought C#/XNA was "the" thing to use for gamedev, and not just because of xbox stuff?
What are we gonna use now, UE3 and Unity?[/QUOTE]
It's probably the most popular choice from beginner game devs. It's also not going away, it's just not going to be supported by microsoft.
Likely the next Xbox platform integrates with their Windows Store bullshit, or something.
Considering the fact that JUST trying to log into the XNA Developers page with a dated Xbox LIVE account leads you into an infinite redirect loop (this has been happening for a couple years already), you can pretty much tell they just don't give a shit about XNA anymore.
There's monogame too if anyone wants to switch but can't be arsed to learn something new. :v:
[URL]http://www.monogame.net[/URL]
Eh it was microsoft only which is silly considering the amount of non microsoft platforms out there, even if you could port it with Mono.
[QUOTE=The Baconator;39443463]Eh it was microsoft only which is silly considering the amount of non microsoft platforms out there, even if you could port it with Mono.[/QUOTE]
Well, it's a c# framework. If you chose c# as a language,you already know you're stuck with windows and xbox. And for Begginers it's great because Visual studio is one of the best IDE out there (and I'm not a microsoft fan ... far from that).
But yeah if you're a pro and are aiming to actually sell a product and you want it to be multi-platform it's not a great choice.
If it spelled the end of xbox live indie market I don't think anyone would shed a tear.
[QUOTE=legolover122;39443874]If it spelled the end of xbox live indie market I don't think anyone would shed a tear.[/QUOTE]
Oh no, where will I get my massage "games" now!
[QUOTE=latin_geek;39442072]I really thought C#/XNA was "the" thing to use for gamedev, and not just because of xbox stuff?
What are we gonna use now, UE3 and Unity?[/QUOTE]
UE3 and Unity aren't on the same tier as XNA. [sp]XNA being on the "shit" tier, since it's basically C# and Windows only.[/sp]
[QUOTE=danharibo;39443997]UE3 and Unity aren't on the same tier as XNA. [sp]XNA being on the "shit" tier, since it's basically C# and Windows only.[/sp][/QUOTE]
And infinitely easier to make stuff with and deploy on multiple platforms.
[QUOTE=Joker169;39443860]Well, it's a c# framework. If you chose c# as a language,you already know you're stuck with windows and xbox. And for Begginers it's great because Visual studio is one of the best IDE out there (and I'm not a microsoft fan ... far from that).
But yeah if you're a pro and are aiming to actually sell a product and you want it to be multi-platform it's not a great choice.[/QUOTE]
you see that's the thing, this project was to get the developers Microsoft only while they are young and inexperienced. Everything Microsoft makes has software dependencies or "features" designed to forcibly lock in people or even developers to Microsoft only
I want to see Mac and Linux support for PC games continue to grow
I can see them dropping it in favour of something based on Windows RT, i.e. you write your game for Xbox/RT and it'll run fine on the Desktop.
Then again I can also see them creating yet another framework/API, they like to do that to.
Here's to WiiU's infancy developer programs
A pity, I love working with XNA. Probably won't stop me using it though.
Seems like at this point they'd be better off dropping directx completely and supporting opengl (and helping push it forward).
microsoft seem to be slipping off the rails lately
[QUOTE=garry;39449876]Seems like at this point they'd be better off dropping directx completely and supporting opengl (and helping push it forward).[/QUOTE]
Microsoft left the OpenGL ARB in 2003, and as far as I know is the only member to have left (rather than become defunct like 3Dlabs).
Edit: though the ARB doesn't control OpenGL any more, Microsoft isn't a member of the [url=http://en.wikipedia.org/wiki/Khronos_Group]Khronos Group[/url] that now steers OpenGL.
[QUOTE=garry;39449876]Seems like at this point they'd be better off dropping directx completely and supporting opengl (and helping push it forward).[/QUOTE]
but garry, opengl isn't locked down to windows :downs:
[QUOTE=garry;39449876]Seems like at this point they'd be better off dropping directx completely and supporting opengl (and helping push it forward).[/QUOTE]
It'd be nice if they contributed parts of DirectX that work well to the Khronos group so they can add it to OpenGL if they want. Kinda how they contribute to the Linux kernel on occasion. Yeah it's for their benefit in that case, but doing this could help OpenGL on Windows see more use as it could be easier to use or have better documentation.
[QUOTE=Clavus;39442602]Likely the next Xbox platform integrates with their Windows Store bullshit, or something.[/QUOTE]
Wouldn't be surprised but they already showed that in the updates of Xbox, yet I don't understand windows cause they're moving to one unified platform so they got rid of zune but replaced it with xbox music+videos?
[QUOTE=hexpunK;39454045]It'd be nice if they contributed parts of DirectX that work well to the Khronos group so they can add it to OpenGL if they want. Kinda how they contribute to the Linux kernel on occasion. Yeah it's for their benefit in that case, but doing this could help OpenGL on Windows see more use as it could be easier to use or have better documentation.[/QUOTE]
It would be nice, but rendering APIs don't work that way. The OpenGL specification is just that - a list of concepts and how those concepts behave. The code for "OpenGL" is written by the GPU vendor and is part of the driver, You call the methods defined in the OpenGL specification and the GPU vendor's implementation of OpenGL picks up your method call and talks to the GPU in order to complete the task it's been asked to do.
There isn't a whole lot that Microsoft could contribute in terms of design either since the APIs both expose a similar set of functionality, they just expose it in a slightly different way.
The main thing that Microsoft could do to help with OpenGL is try and get AMD and nVidia to make sure that their drivers are as good as they can be, and since Microsoft has such a vested interest in D3D remaining popular I don't see that happening.
[QUOTE=danharibo;39455288]It would be nice, but rendering APIs don't work that way. The OpenGL specification is just that - a list of concepts and how those concepts behave. The code for "OpenGL" is written by the GPU vendor and is part of the driver, You call the methods defined in the OpenGL specification and the GPU vendor's implementation of OpenGL picks up your method call and talks to the GPU in order to complete the task it's been asked to do.
There isn't a whole lot that Microsoft could contribute in terms of design either since the APIs both expose a similar set of functionality, they just expose it in a slightly different way.
The main thing that Microsoft could do to help with OpenGL is try and get AMD and nVidia to make sure that their drivers are as good as they can be, and since Microsoft has such a vested interest in D3D remaining popular I don't see that happening.[/QUOTE]
Oh yeah :v: Keep forgetting Khronos just care about the spec, and leave everything to the vendors. My point is kinda useless then.
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