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56

Graphics/Sound XNA High level wrapper on DirectX9. Allows you to get up and running quickly. Supports PC, Xbox360 and windows phone 7. Support Xact audio aswell as its own SoundEffect API. SlimDX Lower level wrapper on DX9/10/11. If its in the DX SDK, its wrapped here. OpenTK Wrapper on OpenGL/AL. SDL.net A port of thr popular SDL lib. Engines TorqueX ...


38

Terraria. It sold 200,000 copies in the first week of release on Steam. It's been in the Steam top 10 sellers list since. I'd say that makes it a popular XNA game.


33

Magicka is a new one. I played a bit of the demo and it seems pretty good.


25

Schizoid is a pretty successful XBLA game. Does that count? (not really, but its the best I could find) I think what you mean is are there any AAA-scale games made using XNA and/or XNA GS. To that, the answer is no. The games industry has been very slow move past C/C++ as the gold standard. This isn't for no reason, most AAA games would rather trade all the ...


15

It depends on your definition of "famous" :) Sol Survivor is a very well polished XNA game, which appears on the Xbox and PC. AI War is written on .NET and while not very widely known, is groundbreaking for the scale of gameply it holds.


15

Well, you're obviously not a someone who gives up easily, you're a real man of iron, I would have thrown my hands in the air much earlier, since this project bears a strong resemblance to a kelp forest :) First of all, positions and velocities are set all over the place, from a viewpoint of physics subsystem it's a recipe for a disaster. Also, when changing ...


14

Bastion. It just won 3 Spike Video Game Awards a couple days ago (not to mention all the other ones it already had - check link).


11

Visual Studio 2012 does not work out of the box with XNA 4.0 but there is a workaround but since this still requires VS2010 to be installed as well I would recommend to just use VS2010 since that still works as expected.


11

OpenTK has OpenGL and OpenGL ES bindings and works well with F# on .NET and Mono


11

I've been working in professional game development for over 5 years. Most of this time, I used C# almost exclusively. C# and .NET stack in general is really great for server-side tech. I've worked on no less than 4 MMO games with server written in C#. Also, with Unity3D gaining popularity, many browser AND mobile games require C#. Don't forget XNA ...


11

This thread on the XNA forum has a list of commercial games: List Of Commercial Games Made With XNA I'm not sure how many games are 'famous' but it includes some arcade titles like: Blazing Birds (4000 units) Rocket Riot (20,000 units) Sales data here.


11

Actually, order of update problems are quite common for normal impulse physics engines, you can't just delay applying the force as Vigil suggests, you'd end up breaking energy preservation when an object simultaneously collides with 2 other. Usually they do though manage to make something that seems pretty real, even though a different order of update would ...


10

As has been mentioned, Mono brings C# to multiple platforms. In that same area, you'll find Tao, a multiplatform library for Mono and .NET that allows access to Cg, DevIL, FreeGLUT, GLFW, GLU, ODE, OpenAl, OpenGL, PhysicsFS, SDL, and WGL. It's obviously not as robust when it comes to features as XNA (which provides fundamental engine components directly to ...


10

Obviously there is XNA from microsoft itself: http://creators.xna.com/en-US/ Games made with XNA work on Windows and (via Creators club) on Xbox360. I think this is perfect to get one's feet wet in rapid game development. I haven't got my feet wet in XNA properly yet, so I can't judge it yet. But, looking from sidelines it looks like best thing since sliced ...


10

In addition to the point already made that you should use a priority heap, you've misunderstood the heuristic. You have if (isCostBetter) { ... neighbor.H = GetManhattanHeuristic(current, neighbor); } But the heuristic is supposed to be an estimate for the distance to the destination. You should set it once, when you first add the neighbour: if ...


10

I see three things, one wrong, two suspicious. 1) You're sorting on every iteration. Don't. Either use a priority queue, or at the very least do a linear search to find the minimum. You don't actually need the whole list to be sorted at all times! 2) openNodes.Contains() is probably slow (not sure about the specifics of C#'s List, but I bet it does a ...


9

RunUO and SunUO are free Ultima Online servers. Ultima Online client can be downloaded for free. SunUO is a free Ultima Online server for Linux/Mono and Windows.NET, based on RunUO. Ultima Online is a commercial MMORPG by Origin / Electronic Arts.


8

Irrespective of your background, you need to bring something good to the table when looking for a job. Maybe you're a wizard at server load balancing and optimizing database queries for example, which would be pretty valuable for an MMO development project. Or maybe you're really good at project management or user interface design. Overall though, it's ...


8

This is not a good use of object orientation or typing. You've fallen into the trap that inheritance and polymorphism and metaprogramming and language features are there to solve every problem. You should reconsider using a data driven approach. Your current design is partially data driven as you explain it, but the data is embedded in code. You are ...


8

For newcomers to this question, it looks like Microsoft has put up XNA installers for Visual Studio 2010/2012/2013. I haven't personally tested to make sure these work, but they might be worth a look: https://msxna.codeplex.com/releases/ EDIT: After running all included installers for the Visual Studio 2013 release (running VS 2013 Ultimate on my ...


7

There are tons of books that you can find on Amazon to get you started. Just search 'XNA' on Amazon, and grab the first book that interests you. One title I highly recommend is XNA 4.0 Game Development by Example: Beginner's Guide by Kurt Jaegers. He'll walk you through several games step by step, the best way to learn, and most fun, in my opinion. You'll ...


7

The only reason against using event in a game is that creating a delegate to attach to the event handler creates a heap object that can cause a garbage collection which can cause a frame-rate hiccup on on Xbox 360 (and possibly WP7, haven't tested it). In general, this should not be relevant to a game UI that you set-up once and simply let run. Also, ...


7

The wording of your question suggests a misunderstanding of how Unity works (please correct me if I'm wrong), so I'm going to recommend you just try out Unity. "Unity3D scripts" are just .NET classes that inherit from UnityEngine.MonoBehaviour or UnityEditor.EditorWindow. There's nothing stopping you from writing freestanding C# classes or pulling in .NET ...


7

A pseudo-random number generator like C#'s System.Random generates a deterministic sequence of numbers from a starting state, a seed. When you construct a System.Random instance without any arguments, it initializes the seed based on the current time. As your two instances are created very close in time, it's likely that they will get the same seed, and ...


6

I don't know why 2 people voted to close this as I think it is a legitimate questions that isn't more localized than XNA and threading Starting a new thread is relatively expensive and might cause a tiny bit of jittering when you only have 15ms to build a new frame. The best way to overcome this is by using the a thread pool. Here you park a few threads so ...


6

Photon Socket Server is a middleware provider which is using C++ as the underlying framework but the bulk of the logic (i.e. what you have access to) is using .NET.


6

I think many here are in the same boat, so to speak. XNA was great and I had a lot of fun, now I'm moving on as Microsoft is keeping too silent about it, and excluding it in the ways you already noticed. There's a workaround to develop XNA projects with Visual Studio 2012 and they should still run on Windows 8 desktop, but there's no official support from ...


6

I highly suggest you take a look at OpenTK. Using it with MonoDevelop has worked out great for me in the past (Though I never wrote a full on game with it). If you stick the the C# 2.0 standard, you'll have little to no problems.



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