Blog Archives

First steps with MonoGame.

It had been a long moment since I had drafted of article…

Very busy, I did not yet want to publish news (or a test), even if there was a lot to say, without starting the main subject of this blog: the (game) programming.

 

Further “Post XNA Game Engine Evolutions” I made some researches and I choose MonoGame: been used to XNA programming, it is a good way not to redo everything, over and above the fact that it leaves me more free for prototyping and testing (at code and architecture level). Furthermore, for my target platforms (Windows/Windows Phone/Xbox) it is free.

My other option was Unity 3D: it would have been completed if my only objective was to concentrate essentially on the contents of the games (although paying).

 

Installation of MonoGame.

At first, I have chooses the complicated way: get back sources to compile πŸ˜‰

A complete tutorial is present on the site… It is necessary to download Mono (Open source implementation of .Net for PC and Linux), OpenGTK (wrapper OpenAL/OpenGL for MonoGame), GTK#, MonoDevelop (Xamarin Studio), mysysgit and TortoiseGit (tools of connection to the code warehouse):

MonoGame installation.

So everything is ready to begin, or almost πŸ˜‰

It is simpler to get back the installer and to use directly dll comming from the build last one (dll to be included in the projects XNA in Visual Studio).

After that, it does not more remain than to recover “starter kits”, “samples” (long) and to try to compile and to execute.

 

The start.

There, I am not going to make a nth version of the tutorials that I used to accelerate the apprenticeship… I am directly going to give the links, they are more complete than all that I could write at the moment πŸ™‚

Tara Walker 6 part tutorials.

 

Conclusion:

Now that the environment is operational, “still stay” to build the workflow (Tools, content pipeline, project, games) for the various platforms, to define and test the general architecture, etc.

But that it is another adventure πŸ™‚

Advertisements

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 πŸ˜‰ ): Write Games not Engines

 

Conclusion:

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 πŸ™‚

%d bloggers like this: