Post XNA Game Engine evolutions…
With the evolutions of the Windows ecosystem, the game engines evolve.
XNA being limited to DirectX 9 and not evolving any more, as many I ask myself questions on the continuation… XNA always works on Xbox 360, Windows Phone (not recommended on Windows Phone 8) and in Windows 8 desktop mode (without counting Windows 7). It misses the “Modern UI” mode (Windows 8 and Windows RT) and Xbox One (but there, it is still vague).
To stay in it swindles, there are rumors on the capacity of the Xbox One to run Windows Store applications (nothing confirmed): Neowin
In any case that’s what was said during Build 2013:
If you want to know about how to get a head start about thinking about developing for Xbox One, the logical thing to do is go build Windows 8 applications.
Professionally speaking, the most rational thing is to turn to portable Framework:
- Mono.Game – The API looks like XNA (but in DirectX 11) and is cross-platform: Mono.Game
- Sunburn – Has the origin a XNA based game engine, the last versions tend to be cross-platform: Sunburn
- Unity – The archetypal cross-Platform game engine. The version 4.2 adds the support of Windows Store, Windows Phone 8 (and BlackBerry 10): Unity 4.2
There are other options: Paradox, Wave Engine, Delta Engine, Axiom, ANX.
But here we are, on one side turn to a “Game Engine” is to reduce the technical possibilities and at this level I am afraid of being blocked in my approach (R*D on the game(set,play) and the application publications)… On the other side, dash in one game engine, even light, it practically is to be sure not to manage to succeed (I made expenses for years 😉 ): Write Games not Engines
The next big stage for me is going to be the selection of a “Game Engine” supporting Windows Store and having a structure close to XNA… A Whole program 🙂