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Dev Log: Early FNA Experiments

Dev Log: Early FNA Experiments
While I'm taking a sort of break from Super Sky Sisters I've been messing around with something called FNA which is a recreation of XNA but in an open source style with maximum portability in mind. It differs in Monogame in that it tries to be as close to XNA as it can possibly be and doesn't branch off into its own thing.

Why FNA? I mean, I'm totally not sure. The only thing I can concretely say is that it's been recommended to be from developers that I highly respect. People often say that XNA is dead because it is no longer supported by Microsoft, but there is still a huge community of people making games with XNA and that is driving things like Monogame and FNA to exist. I feel a lot better about using something that seems to be more in the forefront of game development back ends.

One major point of FNA that I like is that it's only a csproj or a bunch of dll files. No need to install project templates or content pipelines or any of that stuff. One of my goals with Otter is to make it as easy as possible to get something up and running without having to install anything if possible, and I believe FNA is the best bet for something like that.

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I've made it mostly through the first pass of text rendering, I've managed to get some basic shader stuff working, and now I'm working on getting primitives to show up. These are the three things that I'm most scared of so if I can get them out of the way it may be smooth sailing from there.

Basically when I do start getting serious about my next game I want to be working in something that has the possibility to be ported to other platforms. SFML does have that potential but it is not used very much in the game development community, so less people are familiar with it, and that means when it comes time to port I'm kinda up the creek without a boat.

More on this as it develops! You may even catch me working on this on one of my fancy game dev streams (warning: it's all programming and not super exciting.)
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