Blog Archives

“One Windows” strategy.

At last, I hope it will be simpler to support all platforms πŸ˜‰

Still hope for a C#/.Net support of game oriented 3D API (DirectX/Shaders)… That’s why I still use XNA/MonoGame…


Source: One Windows


Developper account unification of Windows and Windows Phone

That it is a good news!

Developper account unification of Windows and Windows Phone

After accounts unification… API unification… When?

And it would still be better if it concerned the Xbox One;) Let’s cross fingers!

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



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™‚

Update of the Windows ecosystem…

For a month, things evolved on Windows side…


Let us begin with Windows Store (in June 21st, 2013).

Microsoft centralizes various services which can be used in the Windows Store gallery (Windows 8) so that developers can find them in the same place.

In this is added AppCelerator directed on the resources of development (tools, tutorials, guides, demos and advice).

Source: Microsoft

Also let us note the update of the SDK and a guide for Windows 8 towards Windows 8.1 application migration (available in download).

Source: Microsoft


Then, Windows Phone (in June – July 8th).

On the menu, an extension of the support until 2016 and a company pack, leaks on Windows Phone 8.1 (new notification center, UI changes, quad-core support, etc.) and the Toolkit June update (correction of bugs, localization).

Source: Windows Phone Developer Blog


Finally, the Xbox One (at the beginning of July)…

Being gone back for the internet connection and the DRM, it’s the turn of the publication of independent games. The independent developers can publish their games themselves without passing by a publisher.

Marc Whitten quote:

Our vision is that every person can be a creator. That every Xbox One can be used for development. That every game and experience can take advantage of all of the features of Xbox One and Xbox Live. This means self-publishing. This means Kinect, the cloud, achievements. This means great discoverability on Xbox Live. We’ll have more details on the program and the timeline at Gamescom in August.

Source: IGN


Things move in the right direction πŸ˜‰

%d bloggers like this: