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Hello!
I Started building a game using UWP Platform and C#.
I am kind of new to the new platform.
My question is should I continue to build my game using C# and UWP only or should I start learning how to build games using C++ and UWP And DirectX 11?
Notes:
*I know C# and XAML very good.
*I know a little bit of C++
*The game is 2D and does not require a lot of hard processing graphic
The game will be specifically for Xbox One and Windows 10 PCs
If I should learn DirectX and C++ using UWP what Resources/Sites do you recommend to start with?
You don't need to know DirectX to build what you mentioned, although it never hurts to learn more to open up new possibilities. Look into DirectX when you find you can't achieve something with the technologies you use right now. You can build really cool games using just C# and XAML even though these are geared more towards UI development. If you only want to build games and don't care about building apps - you should look into some game building toolkits, such as Unity, since these will get you focused on building games. XAML might turn out to be a bit too limiting at some point. If you use DirectX - you'll spend more time building a game engine than building the actual game.
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I am curious as to how one can go about creating a GUI in a similar manner to the popular Popcorn Time application? I have been learning Java, C, C++, and a tiny bit of Objective-C and I have no clue how to make my GUI look any better than that of Java's Swing framework. There seems to be a very limited level of style associated with these default layout frameworks, without getting very advanced with styling.
Is there a framework which will allow me to create better GUIs with Java without spending too much time on it? I'd like to focus on core functionality, but would also like my application to look a tad bit better than Java Swing.
Here is the type of GUI I'd like to create:
http://imgur.com/57JOB6X
Start with creating simple native GUI's, before attempting "beautiful" GUI's.
Since you told that you have an understanding in C++.
I would suggest you to learn Qt framework, which is based on C++.
I have been designing GUI's in Qt for over a year now, and occasionally i have used Qt-stylesheets
to theme certain GUI elements.
After you become familar in Qt, you can find that there is openGL, QML , javascript and other support available, to create more customized GUI's, although i have not used them.
Get started , with this simple notepad app !
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I want to explore 3D game development in XNA, but I'm curious if this is best for me. I haven't learned C#, but I want to explore my options before diving in. I have a lot of experience in the C programming language, along with some basics or minor experience in other languages. Which means that the object oriented framework that C# has may be a huge change from what I'm used to. I need to learn it anyways for future jobs and college, so this might would be a good incentive. I have programmed two games using the SDL 2.0 mixer and SDL 2.0 frameworks, which have given me a good basis of the knowledge of how 2D games are structured. I have learned about sprites, frame rate, event polling/handling, frame rendering, among other things. I am still highly lacking in mathematics related to game development and the physics behind it. That leads to my next point of concern if I do decide to learn XNA, is if it would help me more easily learn those things faster? Writing for my games in C, I was always having to write interfaces on top of interfaces, but at least I had to understand what I was writing. With C#, I'm concerned it would abstract most of the mathematics I really want to glean from it. You may ask that if I'm so concerned, why don't I just learn linear algebra and OpenGL/DirectX/whatever in C? Well, I'm hoping to avoid that, since even though I was able to make a decent game, I'm still very much lacking in how to do more advanced game development and code structuring. This was very obvious to me after working on one of my game projects for about half a year.
MS has ceased supporting XNA going forward. If you want to stick with XNA, have a look at MonoGame, which is an open-source version of XNA.
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Whats the main difference between using the MonoGame with C# and SDL with C++?
Which of them is easier to use? Which is recommended for multi-platform support?
Its important for us to have structure and all-pervading OOP. It should be performant but not at the cost of productivity (e.g. not reinventing the wheel or managing memory). We are a small team so we need a structured, simple and clear framework, which allows us to concentrate on the actual work.
C++ with SDL is native and can run on almost any platform (cross-platform), more specifically those with limited system specifications.
C# with MonoGame is great for proto-typing a concept, but you could run into unavoidable bottle necks for large games. Additionally, SDL is just a graphics layer, where MonoGame is a complete API for interactive media. MonoGame could be cross-platform too, but I am unsure of its complete audience.
Is MonoGame really cross-platform?
You will do a little work from scratch when using C++ with SDL, but there are many libraries out there for C++ game development that will make it a breeze. If productivity is an issue, then you could have problems using C++, unless you use an existing framework for your game, which typically handles memory management. But that is the risk you take with C++; write more efficient code in a longer time frame.
Irrlicht is a great library for rendering. Simple and clean.
http://irrlicht.sourceforge.net/
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I am individual game developer and make games for fun. I was using xna lately to create small game.
Just want to know which gaming platform is good for individual developer. As XNA is no more supported by microsoft. MonoXNA does not provide such power of 3d. Unity license is very expensive.
Once we spent too much time on a game, we would love to port it over different platform? That too I would like to keep in mind while selecting any framework?
Should C# developer learn DirectX library for gaming?
Where is the industry moving in terms of game programming?
Thanks
I'd still recommend MonoGame. It's open source, crossplatform. 3D support may improve over time. If you really want to do serious 3D stuff, I'd use an engine for that, like Unreal or Source. Otherwise It's gonna be too much work for a single programmer.
Here are some useful links. I can't really point to a specific engine, because that highly depends on the type of game you want to create. But I will list some great and popular (and maybe too powerful for a single programmer) anyway, mostly used for FPS games.
http://en.wikipedia.org/wiki/List_of_game_engines
http://source.valvesoftware.com/
http://www.unrealengine.com/en/udk/
http://mycryengine.com/
But again it really depends on what you want.
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My game has basic functionality and is playable with a command line, but I would like to put a GUI on top of it.
It is a platformer type game written in C# with the XNA framework.
I have googled and found a few libraries, but they all seem very gum and duct tape. Is there a mature or standard way of making a GUI for my situation?
The standard answer is: look at the Gamestate management tutorial in Education Catalog.
This doesn't give you very nice widgets, but rather shows a way of managing the game flow and some menus (including pause menu).
NEOForce Controls
Full featured, open source GUI library for XNA 4.