Emulating "dead" consoles and unchanging APIs is usually sustainable. We'll all be able to play Sega MD/Genesis games and XNA games until the end of time, with whatever hardware, platform, controllers, and video outputs we need. Source: 12 months ago
Https://fna-xna.github.io/ this explains it better. Source: over 1 year ago
MonoGame is an open-source framework, a thin layer of abstraction over input, sound, and graphics APIs. MonoGame lets game developers write cross platform code that will run on desktop, mobile, and console devices. Many commercially successful indie games have been shipped using MonoGame, and it's similar frameworks XNA and FNA, since 2007. MonoGame is ideal for developers who don't want an engine to dictate their... Source: almost 2 years ago
FWIW while this tutorial series looks very old and XNA has indeed been officially discontinued, FNA is a 100% compatible (or at least as 100% as it can be :-P) XNA reimplementation that can be used instead of XNA and is still under active development (last release 11 days ago) while it has been used by a bunch of games already. Because of that most XNA resources should apply to FNA too. Source: almost 2 years ago
So a little bit of context here: I'm a huge fan of the FNA game framework. It's an open source replacement for the discontinued XNA 4.0 framework. I think it's fantastic for small scale indie projects, it's such a nice blank canvas "only the things you need" approach. Source: almost 2 years ago
You are absolutely right. Trust your gut feeling. MonoGame and / or FNA. Best of luck! Source: almost 2 years ago
Https://fna-xna.github.io (open source version of XNA, which is a game framework for C#). Source: about 2 years ago
Unrailed uses FNA which has had a lot of native love and care from Ethan Lee. I don't know why it would be any worse on windows though. Source: about 2 years ago
Despite being intended to farm indies for Xbox, there was a turnabout around the time that Microsoft discontinued XNA: two separate reimplementations became viable for game releases. The first is Monogame, and the second is Ethan Lee's FNA. Monogame has much better dev-tools, but FNA uses SDL directly for the runtime and is more elegant for releases. Source: about 2 years ago
Does something like fna or monogame fit your list (gamedev frameworks in C#)? Looks like MonoGame.Extended adds scenegraphs. Source: about 2 years ago
You can also check FNA https://fna-xna.github.io/ but I have never used it so I don't know if it's worth it. Source: over 2 years ago
Not yet! It's a fix in the framework the game runs on (FNA). Source: over 2 years ago
Ethan Lee has been an individual contractor who has ported many games to Linux. More notably, he wrote FNA in pursuit of game ports. FNA is a cross-platform implementation of Microsoft's older XNA game-building framework, that they abandoned but which was the basis for many games then and now. Source: over 2 years ago
Ethan Lee is the developer behind it. We have him and it to thank for some excellent Linux game ports, including Celeste and Bastion. More info here: https://fna-xna.github.io/. Source: over 2 years ago
FAudio already got integrated into Wine itself. (FAudio is an implementation of 2008 XAudio2 by the developer of the FNA game engine, which is itself a drop-in replacement for Microsoft's discontinued XNA game engine.). Source: over 2 years ago
Fna is another popular XNA implementation. They track vulkan renderer progress here and appear to be past "Release Candidate" and are now working on "Vulkan By Default". Source: almost 3 years ago
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