Converting DirectX .X files for use in games
While putting together the UnityXNA article I cast aside all warnings and threw caution to the wind and spent a bit of time trying to get my 3D starter XNA sample in to the framework, it should come as no surprise from the tenant of that article that I failed, granted I only spent about
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XNA to UnityXNA and Beyond
Continuing on the exploration of XNA future I posted about an interesting new framework that was brewing by Barnaby Smith over at MVINetwork, a curious project aiming to bring the ease of use of XNA into the Unity3D engine. The project itself is fascinating but at its heart basically just a wrapper around the Unity
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XNA to MonoGame and beyond
As part of a new “Back to basics” series which extends on my original XNA Futures article some months ago, I’m going to cover all the options I explained back then in more detail plus probably a few others which have come to light recently. All of this is to show developers who have worked
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XNA in Windows 8 from dream to reality
Just to cross post back to my own blog (really did that the wrong way round ) here’s my entry to the Intel App-Up competition now being run on codeproject, if you got an idea for an app or game for Windows 8 then you should write a short article for the comp about your
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Windows 8 submission trials and tribulations
Boy what a crazy couple of months, to kick things off I got my first Windows 8 game up and running and through the App Excellence labs on to the Store in prompt fashion, not a glitch (if you don’t count the first lab I attended not understanding what the labs were really there for,
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Hold on I forgot to mention…
There’s always that point when you are maintaining and developing your live project when you really wish you had a way to communicate to your users, it could be as simple as a “Check this out” or as worrying as “My backend service provider just crashed please check for my update”. In the past this
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