I had no problem installing the dotNet framework. But if the large majority 
are having trouble than I say change it.

Josh

----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <gamers@audyssey.org>
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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