tom do what ever you think is best!
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, January 19, 2007 6:29 AM
Subject: [Audyssey] Future USA Games product designs.


Hi everyone,
As all of you know back in December 2006 USA Games made STFC 1.0
available for public distribution. What we did not anticipate prier to
that release is how difficult it would be to get all users up to date
running the .NET Framework and the current version of DirectX. For most
users we were able to quickly resolve the issues and make STFC operate
properly. However, there were a few cases which were without any hope of
solving easily, and at this moment still remain open as unsolved cases
of unknown error.
Recently, on the Audyssey list I had made a suggestion that as a
developer I should design a 3D engine similar to the Quake engine, but
with all the access features built in. I'm thinking of starting over
with the USA Games engine and instead of basing it on the .NET Framework
and switching to C++ with the standard Windows win32 API and MFC which
comes installed on every Windows system. Even better I can package MFC
updates with my installer to update them were they needed.
I see many advantages of this switch such as greater security, better
performance of games, a wider availability of security tools to protect
USA Games commercial games,and no dependence on the .NET Framework for
any games designed under the new engine.
The final reason I might consider this route is simply that C++ support
for game devices, graphics, and sound is first rate. Since it is widely
used by pro game developers there are often more features for DirectX
available to a C++ dev than say for VB such as  force feedback support
for game controllers. The VB support for game controllers doesn't seam
to work well with feedback devices as both Che and I found out the hard
way. James north had created the initial Raceway engine in VB, and I
won't be able to get ff device support using VB or VB.NET. However, in a
language like C++ it wouldn't even be an issue.
However, using C++ isn't going to be all roses. I've gotten a bit rusty
with C++, and would probably take some time brushing up my skills,
finding out what changes were made in the SDKs I'd need, and so on. Game
production could potentially be slower since C++ isn't the easiest
language to work with, and I'll admit can be complex at times. Certainly
not a cinch like C#.NET is. Not only that it would take me quite a while
to read through my engine code, and begin converting it from C#.NET to C++.
On the other hand, I do have a good thing going with C#.NET. Other than
the bumps in the road with end users not always having the correct
versions of the framework etc games like STFC and Montezuma's Revenge
are doing well. On a fairly modern system with all the latest service
packs and patches those games should play reasonably well for the audio
gamers community. I'd kind to hate to switch just when USA Games is
beginning to get this show on the road you might say.
There are some reasons about the .NET languages I am beginning to
dislike such as having to encrypt my binaries every time I compile them
for distribution, end users having mismatched versions of programs which
causes conflicts, and a few other miner limitations. Otherwise, like I
said, I am ok with what I am doing.
What do you all think. Are you happy with the way USA Games is doing
things, having to install the .NET Framework, etc, or would rather us
move to something more generic like the C++ Win32 API which is pretty
standardized across MS Windows platforms.
Thanks.


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