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XNA was a POS and honestly, DOA. Microsoft tried to simplify game development on top of C# but even indie-developers opt'd to go the C++ route with a 3rd party
by jarjoura 14y ago
XNA was a POS and honestly, DOA. Microsoft tried to simplify game development on top of C# but even indie-developers opt'd to go the C++ route with a 3rd party cross-platform engine.
Plus as a game developer, if your game is successful enough to need to build a bigger engine, wouldn't it make sense to just rewrite it on top of C++/Direct3D anyway?
Otherwise a few fixes here and there to a game you've written in XNA will still continue to run on Windows/Xbox. I mean, you can still run VB6 apps for example and that runtime DLL is almost 15 years old :-).
- gamblor956 14y agoMany popular games have been built on XNA. The Dishwasher, Elysium [EDIT: actually called Dust: An Elysian Tale], Eufloria (the first version), Terraria, Magicka, Skulls of the Shogun, Bastion, Breath of Death VII, Weapon of Choice, Fez, Sol Survivor, and The Harvest, to name ones that I can remember off the top of my head. This doesn't include games in the pipeline that are being built in XNA. EDIT: Forgot Penny Arcade's On the Rain-Slick Precipice of Darkness 3 and 4 (forthcoming).
- seanmcdirmid 14y agoWhat? XNA attracted many new developers to the Microsoft stack. Many of them graduated to C++/DirectX, but many nice games were also built in XNA. Now, what does Microsoft have? Convoluted C++ code and super low-level API? Thankfuly we have great OSS projects out there like SharpDX [1] (for C# lovers) and ANX [2]/MonoGame [3] (for higher-level API lovers)! [1] http://www.sharpdx.org/ http://www.sharpdx.org/ [2] http://anxframework.codeplex.com/ http://anxframework.codeplex.com/ [3] http://monogame.codeplex.com/ http://monogame.codeplex.com/