Developers adopting MonoGame are usually people who worked with XNA and found it easier to just remain in this ecosystem. That is the case for Axiom Verge developer Thomas Happ. By the time the next generation of consoles released, XNA had been abandoned, but Monogame came in to take its place, and it had support for PlayStation 4.
MonoGame's primary strength is its flexibility. Being a framework rather than a game engine in itself, it lets developers write their own engines and make something that will fit their needs precisely, giving them great autonomy.
It includes a whole asset processing pipeline which you can use unchanged to load textures, sounds, fonts, and so on, but can also be easily modified for custom things, like loading custom level data or localising text and the like. MonoGame essentially provides an ecosystem to work from without holding your hand the entire time and lets you build your own tools.
MonoGame lets me code in C , and gives me some nice basic games framework functions content processing, sprite drawing, music and audio, input , which is all the jumping off point I need. So while the option of using one of the many various and doubtless excellent Unity-based tools for content creation exists, I'd rather use my own, as I've grown quite comfortable maybe even skilled?
Spine is probably a superior tool for 2D animation, but I'm really prolific with my own animation tool dubbed Skellingtons as of late , which I created in and have iterated on for over a decade. While you can customise MonoGame so it fits your needs, the framework is particularly recommended for developers of 2D projects.
MonoGame is deeply rooted in cross-platform development -- remember how it started as a project to help porting games to mobile? And while it's also intrinsically linked to Windows platforms, it has now evolved way beyond XNA's remit.
But when Sony first approached us to release Mercenary Kings on PS4, we needed a solution for our game to work on that system. We had to turn to MonoGame to gain the multi-platform support we needed. MonoGame doesn't just provide that multi-platform support -- it's also quite good at it, Flying Oak Games founder Thomas Altenburger continues. The sponsors of the framework -- SickHead Games for instance -- are also very active in making MonoGame compliant with any new platform arising, which makes it a very relevant choice of open source tech.
As Altenburger just touched upon, MonoGame is open source, adding even more flexibility to an already extremely versatile engine. It "provides a fine grain of control over what is computed," he says. Happ adds: "Because all of the code is open source, if it doesn't do something you want, you can just change it. It isn't locked behind some corporation so there's no danger that it will disappear the way XNA did. XNA and DirectX are very different implementations to solve the same problem - high performance graphic intensive programming.
Both support 2D, 3D, audio and networking components. DirectX is unmanaged only where XNA is managed code. There is a managed implementation of DirectX which is a wrapper around the DirectX calls but that is not getting updated after the current release so I wouldn't bother with it. XNA is not a wrapper around unmanaged DirectX. It does use parts of DirectX but it is not a wrapper. The fact Microsoft is "dropping" the DirectX managed wrapper and telling people to rather use XNA shows that is where they are pushing managed developers.
Um, what? XNA -is- a wrapper. No it's not - see xnarocks. Just to give a quick example wrapper function mapping. How does the pipeline stuff in XNA 2. It doesn't. Where is the industry moving in terms of game programming? Please log in or register to add a comment. Please log in or register to answer this question. Related questions. Comparison operators and 'is' - operator precedence in python? And how do these things generally work?
Comparison of multi-line strings in Python unit test. When I compare two Unicode strings in a Python unit test, it gives a nice failure message highlighting which lines and characters are different. Comparison of Entity Framework compatible providers for Oracle? You can use the D3DX and the DXUT at first, which are not stuffed like XNA but helps a lot on setting the environment at least, such as creating a window, running the main loop and have some useful functions such as D3DX11CreateTextureFromFile --you will have to manage the pointer though, but it's not that hard.
For DX11 they culled some functions from those libs but I hope they still have the most useful ones, and if I remember well now they provide the effects framework in source code form for if you have the patience to explore it. I've learned much more when working at lower levels than over pyramids of frameworks, so I can't say you to use XNA, but that depends on your goals mostly. Sign up to join this community. The best answers are voted up and rise to the top.
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