game development xna/unity3d - c#

i am want to build some games,not something big like mmorpg ,games like snake and similar,maybe in future i would like to make a progress.
i built "pong" with xna before 3 month and left it without any progression.
now i want program games again and i search on the internet and got to 2 final best options
xna/unity3d.
which is better if i know c#?
tyvm.

Well, XNA Game Studio [GS] and Unity3D do not really compare as the former is “only” a framework and the latter a full fledged game engine with visual editor and stuff.
So, XNA GS would be the right choice if you want to do it all on your own, e.g. write your own graphics renderer, the game logic infrastructure (as opposed to writing the game logic only in Unity3D) and pretty much everything else.
Unity3D would be the better choice if you want to concentrate on the game play only without having to write a lot (or any at all) infrastructure code.
However, there’s another thing to consider: if you want your game to run on the 360 you might need to use XNA GS as Unity3D doesn’t seem to support Xbox LIVE Indie Games publishing. If you’re in it for a broad range of target platforms (e.g. outside the Microsoft realm), Unity3D is the better choice (Mono.Xna, while it returned from the dead, is still in a rather unusable state).
Disclaimer: I haven’t used Unity3D at all so my words about it may be totally wrong.

XNA is fully integrated into Visual Studio and is a "first party" product (as in Microsoft produces it). You also get relatively cheap access to running it on an XBox (a nice bonus).
Unity3d has the advantage of being multi-platform (such as their iPhone port).

Related

3D Hexagonal Maps

So im trying to develop a game in the XNA 4.0 framework in Visual Studio 2010, and I wanted to create a game that would have some sort of 3D hexagonal map. I've been researching, and i saw this video: https://www.youtube.com/watch?v=XgdraYpT9vU
This guy claims to have made this with just XNA 4.0 in Visual Studio, which is quite stunning(for me). So here is my question. You don't have to explain how to do it in here, as it would probably be WAYYY too long, but does anybody know a guide somewhere which I can reference in order to learn how to make this?
Even though you've tried to make question more specific it's still too broad (or too specific, from another angle).
I doubt there is specific guide how to make similar game using same tools. But it's easy to find information about individual aspects: game architecture, 3D [in XNA], hexagonal maps. For that matter there is very good resourse called Amit’s Game Programming Information. I think it have all information necessary for a start on any game.

Draw a human 3d body, Silverlight or Adobe Flash

Which technology to choose, that gives me the possibility to draw a 3d human in browser, with tricks like move the body with mouse, with less cpu use.
Thank in advance.
Silverlight 4 is not as competent in 3d rendering as Flash is.
Having said that, Silverlight 5 will have greater support for 3d thanks to its XNA integration
EDIT: It seems I was rather fast to judge - the official 3d support fo flash (aka molehill) is still under incubation, but flash still has some impressive community-based libraries for 3d still making it (IMO) the more mature solution (Add to that it's larger cross-platform and user support).
This depends on what is a target market of your program.
Silverlight: is C#, 3D modelling is possible, there is even port of Silverlight of Mono MoonLight, but basically yuo should consider that your clients in this case will be Windows OS owners, and considering a OSes destribution information from Os destribution worldwide, you're on winner train.
So looking on your tags: C#, I would say go for Silverlight.
There is another really good product for 3D in browsing, like WebGL, but it's currently not supported of IE, for security concerns, which doesn't mean that will not be supported in future, but.. you know, for now it's not. Here is explanation: Microsoft not going to support WebGL. If you are ready to say "no" to IE (at least for now), it's a good choice.
So for now, I personally, would suggest to use Silverlight 3D. Just google "Silbverlight 3D samples" and you will be given plenty of samples available on inetrnet.
EDIT
Good comparing article on CodeProject
Hope this helps.
Regards.
Flash doesn't really have 3D graphics support, although there are a couple of libraries available. Silverlight also doesn't do 3D. So, really, the answer is "none of the above work all that well."
If you're willing to force your clients to use a current browser, you can use HTML5 and WebGL to render 3D objects without too much trouble.

C# 2D Vector Graphics Game using DirectX or OpenGL?

So it has been a while since I have done any game programming in C#, but I have had a recent bug to get back into it, and I wanted some opinions on what configuration I should use.
I wanted to use C# as that is what I use for work, and have become vary familiar with. I have worked with both DirectX and OpenGL in the past, but mostly in 3D, but now I am interested in writing a 2D game with all vector graphics, something that resembles the look of Geometry Wars or the old Star Wars arcade game.
Key points I am interested in:
• Ease of use/implementation.
• Easy on memory. (I plan on having a lot going on at once)
• Looks good, I don't want curve to look pixelated.
• Maybe some nice effects like glow or particle.
I am open to any and all suggestions, maybe even something I have not thought of...
Thanks in advance!
If you're just starting out again and already have a C# background, why not try XNA? You'll definitely be able to leverage your C# skills here
http://creators.xna.com
http://creators.xna.com/en-US/downloads
I use SlimDX for C# graphics programming and I prefer it to XNA.
http://slimdx.org/
TBH it doesn't really matter what you use. OpenGL, SlimDX, or XNA. They'll all be about as complex (or not as the case may be) as each other.
You might consider using the Axiom engine, which is a C# port of Ogre3D. It's enough higher level that you can have it render your graphics via XNA or OpenGL with little or no change to your code. It can also handle keyboard and mouse input (which are normally separate -- e.g., via DirectInput on Windows or SDL on Linux).
You also might consider using TAO Framework which is OpenGL based and quite nice. But you have to write the 2D Engine all by yourself tho. It also works on Mono!
I create my OpenGL engine with a C# wrapper because I like C# a lot too. Sadly managed languages are very slow when it comes to graphics and that's why I always make my OpenGL part in C++, compile it as a DLL and get it from C# using interop. If you by any chance dislike DirectX than I suggest you stay away from XNA. Everybody I know is very dissapointed about it and switched back to C++(OpenGL) + C#.
Since you already know C# I'd use XNA or Unity. While there are faster languages and middlewares, they're probably plenty fast enough. Both frameworks would have the necessary features you require.

XNA game distribution questions

I want to start on a 2D game using C#, so I'm checking out my options.
XNA sounds good, but a few points are not very clear to me.
If I use XNA, can I just build my game and distribute my game as a standalone executable from my website ?
Or are there any catches ?
Do people need special libraries to play my game ? Do I have to pay MS to be able to distribute my game ?
Normally I'll write a program, build it, put the executable up for download and presto, anybody can download, install and use it.
Will it also work like this when using XNA or are there any restrictions ?
If you're a student your university/college whatever can provide you with a years free membership.
But if you're doing Windows only games, then there is no fee. Just include the necessary dependencies as already discussed and you're good to go.
At first my university was not on the list of valid locations, but it was soon sorted out.
People will need the XNA redistributable package which is automatically (downloaded and) installed if you create a game with the default installer.
You can distribute your application anyway you want. You can mail it to your friend only or you can record it on a disc and start selling it. People will only need .NET and XNA reditributable package which will be automatically downloaded and installed and they doesn't require paying any fees. I think you may need to pay something if you would like your game to be distributed on Xbox Live Marketplace (I know you can earn money from selling your game through Marketplace but I'm not sure if there isn't any initial fee to submit it).
If you want to deploy your XNA game to Xbox 360 as well, you need a creator's club premium membership, which will set you back something like $100 a year (it depends on your Xbox live currency as far as I can tell). Please see the FAQ for more info.
For Windows only games you don't need the membership.
You only need a membership if you want to distribute the game through XBox Live Indie games.
XNA is just an SDK. You can use it to develop a PC or an Xbox game. If you want to distribute to XBox then you have have to be a member of the XNA creators club.
If you want to distribute a PC game, then you can put the game up for free on your own website or do whatever you want. You could even make a codeplex project and make your game free open source.
Most people who write XNA PC games distribute through steam. I do not know what they charge.
You can write and develop an XNA game for absolutely nothing if you use Visual Studio C# express for your IDE, Blender for your modeling, XACT and Audacity for your audio, Inkscape for your vector graphics and fx composer for your shader authoring.
Most of the posts above are incorrect.
You only need the trial membership to deploy and debug on the Xbox 360, you don't need one for Windows development as there is currently no marketplace available for Windows Indie Games.
To get a "Trial Licence", that is a licence that allows you to deploy and debug to your Xbox 360 (But does not allow you to submit a game for peer review, playtesting or the XBox Indie Marketplace) there are a few methods:
DreamBuildPlay - The annual contest for developing games using XNA, generally making games for a particular theme such as Environment etc.. . By registering (Before 18th Jan 2010) you can get the free 12 Month trial.
Dreamspark - Website dedicated to students, personally i use MSDNAA but Dreamspark is more user friendly. By providing basic details of your course you can get a trial membership.
The Dreamspark website requires details that are generally only known to students, therefore if you're not a student it probably won't validate your request. Best thing to do is to use the DreamBuildPlay option, you don't have to submit an entry (Although it would be good practice to) and there is no need to be a student, it's open to everyone.
In terms of redistributing it to other people the development tool that you're using (Either Visual C# Express or Visual Studio) will allow you to package them in a way that makes it usable to other people.
Of course there is nothing stopping you from hosting the game on your own webspace and letting people sort it out for themselves =]
This link should get you in the right direction:
http://msdn.microsoft.com/en-us/library/bb464156.aspx
Hope this helps.
Trial Membership Links:
Dreamspark: - Dreamspark ,
DreamBuildPlay: - DreamBuildPlay
You can also develop a 2d XNA game and host it on a website through a silverlight plugin for free although it would be difficult because all XNA development would have to be in c# express and all Silverlight development would have to be in Web Developer express.

Playing Audio, and Requirements for End-User with C#, DirectX, and XNA

I'm working on a C# desktop 2D game, and want to play audio.
1) If I use DirectX for the audio, would an end-user have to have DirectX installed on the computer? (I assume yes).
2) If I use XNA for the audio, would an end-user still require DirectX, or anything else other than the .NET Framework, in order to run my program?
I'm getting the sense that XNA is preferred for C# hobbyist game development. I've done everything thus far in pure .NET; I only recently decided the SoundPlayer that comes with the framework isn't acceptable because it cannot play multiple audio files simultaneously.
Both XNA (which is based on DirectX) and DirectX require the DirectX run time libraries to be installed to function.
And yes, XNA is preferred by Microsoft for game development on C#, however there are many good 3rd party alternatives such as Tao and SlimDX. Tao in particular has a good wrapper for OpenAL if you just want audio:
http://www.taoframework.com/

Categories

Resources