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which library for a game
Matt Smith
Member #783
November 2000

Quote:

And by well supported, they don't consider web forums good support.

No, by commercial devkit standards that would be bloody fantastic :)

Most pros get by with a stack of badly photocopied manuals that are full of errors that will never be corrected.

This is why asm is still so popular. chip makers make lovely docs.

Trezker
Member #1,739
December 2001
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My school was very skeptical towards free stuff. "Naaaaah, we need a product that provides good support" Nevermind that no one ever uses support, and the products that they bought was really crappy and the support sucked.

I am particularly amazed at how schools have a nack for finding the absolutely worst and obscure compressed archive (or watchacallem) programs instead of just throwing in good old winrar or something that everyone's familiar with and never had any problems with. I mean, where the hell do they find those shitty programs?

Jonatan Hedborg
Member #4,886
July 2004
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For me, the primary factor is the language, not the actual API. I much prefer C# to C++ for example.

I just wish Ruby would become a bit faster so I can start making games with that :(

OnlineCop
Member #7,919
October 2006
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Besides XNA, OpenGL is good when coupled with other resources. For example, a local guy here his artist friend are making Fringe, which is based off of:

  • OpenGL

  • OpenSceneGraph (used on top of OpenGL)

  • Lua

  • RakNet (networking)

They've only been doing that project together for a little while, and since they already have a pretty decent-looking video of the project on that main page, he must be doing something right.

OpenGL (if I remember my sources correctly) has actually been around a lot longer than DirectX... originating back to Unix, IIRC. Win3.x used it a little, and then Windows started making their own implementations of OpenGL that didn't necessarily break OpenGL functionality on their systems, but made it a little more clunky so they could showcase their DirectX (I go this from The OpenGL Bible, 3rd [or 4th?] Edition, so I'll go reference it a little later when I can find a public/school library).

I like DirectX, as almost all Windows versions from Win9X support it, at least partially.

What is your target audience, though? Do you want XBox/XBox-360 consoles only, or do you want to work toward Wii, PlayStation, etc. consoles? For the latter, I'd personally vote for OpenGL because of the ease of porting your projects to them.

If your target is the PC (Windows, Linux) or Mac, OpenGL uses the same commands across those platforms, and relies only on the OpenGL implementation for that target to figure out whether a particular feature can be used or not. In those cases, the vendor for the OS usually tweak OpenGL for the target architecture, if possible, so multiple processors can be most optimally utilized.

That's, of course, just my 2 cents.

Albin Engström
Member #8,110
December 2006
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Stupidity take one:
Day 1: Person 1 makes a game for windows.
Day 2: Person 2 says "I make a game for windows beacuse all gamers use windows.".
Day 3: Person 2 makes a game for windows.
Day 4: Person 3 says "I make a game for windows beacuse all gamers use windows.".
Day 5: Person 3 makes a game for windows.
Day 6: Person 4 says "I make a game for windows beacuse all gamers use windows.".
Day 7: Person 4 makes a game for windows.
Day 8: Person 5 says "I make a game for windows beacuse all gamers use windows.".
Day 9: Person 5 makes a game for windows.
etc...

Stupidity take two:
I'm a programmer who does not want to program, that's why I choose XNA!

imaxcs
Member #4,036
November 2003

I don't care why other people make game for a specific platform.
I use XNA and it's great! :P

Quote:

I'm a programmer who does not want to program, that's why I choose XNA!

I'm a programmer who wants to get something done, that's why I choose XNA! :P

ixilom
Member #7,167
April 2006
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Stupidity take three:
Assuming things without facts.

I used XNA a fair bit, mostly for testing programming for the xbox.

Now, I'm not Einstein but I do consider myself being somewhat smart.
Choosing XNA doesn't default to "I don't want to code, oh look a shiny thing poke poke".

I'd say XNA is a good choice and the only choice if you want to try some coding on xbox because I haven't heard a way for indie programmers getting their binaries on it in any other way.

So, yes XNA does lock your games to Windows/Xbox, but maybe thats your targeted audience?

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Kibiz0r
Member #6,203
September 2005
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Quote:

Stupidity take two:
I'm a programmer who does not want to program, that's why I choose XNA!

Stupidity, indeed. It's a tool like anything else. Use it or don't, but don't pretend you're superior for not using it. I'm sure Microsoft is lamenting the loss, though.

Albin Engström
Member #8,110
December 2006
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The repeated argument in this thread for XNA is less code.. I'm not sure what your idea of a programmer is.. but I'm pretty sure programming is included in the description. I agree that It saves you time, but I think it's a bad decicion that will bite you one day.

We are programmers. If you want to save time use games factory or multimedia fusion.

ixilom
Member #7,167
April 2006
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Have you even used the XNA framework?

It's not a "Point N'Click" enviroment. You still have to write logic and drawing code (not all of it, which is the point).

But if you insist on saying that using XNA is not programming then you might as well skip Allegro, Irrlicht, SDL and go for ASM.

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Albin Engström
Member #8,110
December 2006
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I did not mean that XNA is a point and click system..

I just meant that if your whole philosofy is "less performance less code less time" then you'll end up with multimedia fusion.

I'm not sure if I'm an enemy of XNA, I just don't like the idea of making things simple, because it will most likely eleminate something you will need sooner or later. I think I blame the crappy games now days on people trying to cut corners.

I don't use allegro anymore, like XNA, I see allegro as a way to get into prototypes and experiments fast, and maybe some fun mini games.

Frankly, I don't see what's so great about XNA, to me it's just a lame wrapper that serves as another way for microsoft to establish programmers into their little empire.

Matt Smith
Member #783
November 2000

In the end though, a game is drawn, not programmed.

Even the job of porting C#/XNA to C++/OpenGL is not as large as producing all the game assets for a major title.

Jonatan Hedborg
Member #4,886
July 2004
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Albin said:

his usual silly anti-microsoft arguments

The hard part of making games is not (and should not be) the technical parts. It will always be in making fun game mechanics... If you can get around re-inventing the (potentially square) wheel for every project you start, great!

And besides, you can indeed get around the simplicity if you want to, and it's not difficult.

Ben Delacob
Member #6,141
August 2005
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Thomas Harte said:

From a personal point of view, I get many more Mac downloads than Windows downloads. Though that's probably more about size of market versus size of competition. I expect the iPhone projects I'm working on will do even better than anything I've released for a real computer, but I'd obviously be an idiot if I claimed there were more of them than either Macs or Windows PCs.

I think this concept has a lot going for it. Forget the Mac stuff for a moment. I think you should think about what this may or may not mean in terms of market share of people who have Pixel Shaders. Maybe the real gamers won't be the largest market for a smaller indie developed 3d game. If you can make it playable on a system that is five years old or a laptop that doesn't have pixel shading acceleration (like my laptop right now which can still do 3d okay) then that might increase market share greatly. I don't think the people with XBox 360 and supercomputer gaming rigs are the sort buying a game from a presumably indie developer who is asking this kind of question. If economics is the major issue here, supporting older computers (as well as Mac) for a simpler 3d game might be a good idea.

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Evert
Member #794
November 2000
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Quote:

We are programmers. If you want to save time use games factory or multimedia fusion.

Yes, because programming is all about writing the same generic low-level code over and over and over again.

Albin Engström
Member #8,110
December 2006
avatar

Matt Smith said:

In the end though, a game is drawn, not programmed.

Even the job of porting C#/XNA to C++/OpenGL is not as large as producing all the game assets for a major title.

I don't think one really needs to ask what is the more important aspect of game developement.. programming and drawing works together, graphics are nothing without programming and programming isn't much without graphics.

It'll be one hell of a job if nobody knows how to do it.. ;)

Jonatan Hedborg said:

The hard part of making games is not (and should not be) the technical parts. It will always be in making fun game mechanics... If you can get around re-inventing the (potentially square) wheel for every project you start, great!

And besides, you can indeed get around the simplicity if you want to, and it's not difficult.

I agree, the main point is of course the game mechanics.
But I feel like I've gained a lot by trying to "reinvent the wheel", I think that control is important.

Evert said:

Yes, because programming is all about writing the same generic low-level code over and over and over again.

It isn't?

When I make games I work by myself, and I get to do fun stuff like "game design", but I can imagine that when I work in a team I'll act as a slave who just transforms someones ideas into something a computer can compute, I might invent some cool thing or two, but my guess is that I will not be the one deciding what to invent. (Althought I don't plan to let myself be subject to slavery.)

The only reason I don't accept XNA is beacuse it's a microsoft trap, call it "albin bullshit" or whatever you want but you know as well as I do that XNA isn't charity work.

Jonatan Hedborg
Member #4,886
July 2004
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Quote:

I don't think one really needs to ask what is the more important aspect of game developement.. programming and drawing works together, graphics are nothing without programming and programming isn't much without graphics.

Obviously. But if you count man-hours, content will always have more. Often several hundred times more, depening on the game.

Quote:

The only reason I don't accept XNA is beacuse it's a microsoft trap, call it "albin bullshit" or whatever you want but you know as well as I do that XNA isn't charity work.

Fair enough (silly as it may be), but that's not what you've been saying.

Albin Engström
Member #8,110
December 2006
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I believe I was talking about why I don't like XNA.

And then I argumentet about why I won't accept XNA.

Evert
Member #794
November 2000
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Quote:

It isn't?

No, of course it isn't. What's the point in doing the same thing over and over again?
Do you get engineers to design some component thingy that will will allow a car to move every time you design a new car? No, you don't. You just use a wheel.

Albin Engström
Member #8,110
December 2006
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Hmm.. I find programming to be rather repetive.

I guess I'm just not doing the big stuff yet.

ixilom
Member #7,167
April 2006
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Quote:

Hmm.. I find programming to be rather repetive.

FAIL!

You do realize yourself why you think so... right ?

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OICW
Member #4,069
November 2003
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Quote:

The repeated argument in this thread for XNA is less code.. I'm not sure what your idea of a programmer is.. but I'm pretty sure programming is included in the description. I agree that It saves you time, but I think it's a bad decicion that will bite you one day.

But with tools like XNA you can instantly focus on gameplay. You don't need to solve technical issues about how to setup window, how to draw bitmap onto the screen etc.

I'll probably use it for prototyping. Anyway everybody has a choice. Pros of XNA are XBOX support and availability (easy to use). Cons are that you probably cut out potential targets.

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Mokkan
Member #4,355
February 2004
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Quote:

But with tools like XNA you can instantly focus on gameplay. You don't need to solve technical issues about how to setup window, how to draw bitmap onto the screen etc.

Exactly. And it's not "cutting a corner" if it accomplishes the task just as well, and it does at least this.

Programming is about solving a set of problems, not writing a shitload of mindless code. Reinventing the wheel every time, in fact, makes you a far less effective programmer than using the appropriate tools.

Thomas Harte
Member #33
April 2000
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I think that if anyone is using straight-to-Win32 API code and is rewriting the code to open a window, load some graphics, etc every time they start a project then they probably deserve all the hassle they get.

XNA is, as the thread topic says, mostly just a library you can use for making games (albeit one that is closely tied to a newish groups of languages). OGRE, OpenGL, SDL, Allegro, OpenSceneGraph and others are all alternative libraries at different levels of abstraction. Picking a library that doesn't abstract to the layer you want doesn't mean you have to repeatedly write new abstractions.

Since this has turned into an XNA versus anything-other-than-XNA discussion, how about we do some real examples? Maybe some people who know XNA could give some examples of areas in which it is really beneficial, and people who prefer other things can show how they achieve the same thing?

I'm not saying that the ethical issues of tying yourself to Microsoft are unimportant, just that I think we've fully explored them now.

Albin Engström
Member #8,110
December 2006
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ixilom said:

FAIL!

You do realize yourself why you think so... right ?

I see what you're getting at, but I think game mechanics are rather repetive too, trust me, I have been working with game mechanics..

OICW said:

But with tools like XNA you can instantly focus on gameplay. You don't need to solve technical issues about how to setup window, how to draw bitmap onto the screen etc.

I like setting up that stuff myself, it's part of the charm of being a programmer I think.

Mokkan said:


Programming is about solving a set of problems, not writing a shitload of mindless code. Reinventing the wheel every time, in fact, makes you a far less effective programmer than using the appropriate tools.

I think that what you call mindless code is in fact a problem to be solved and not very mindless at all.
I'm not reinventing the wheel every time, I just do it once, and maybe tweak it a bit down the road should any problems arise, I reuse code a lot.

Thomas Harte said:

Since this has turned into an XNA versus anything-other-than-XNA discussion, how about we do some real examples? Maybe some people who know XNA could give some examples of areas in which it is really beneficial, and people who prefer other things can show how they achieve the same thing?

Good idea, XNA will most probably win but I think it'll be a good lesson and adventure.

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