Oh, I certainly do realize that. I think the major question is weather I
should do the conversion now or later. If I do it later I'm only
delaying what I plan to do anyway. I've already decided to rewrite the
Genesis Engine in C++ for all of my future FPS and side-scroller
projects. So the choice is I can either do it now developing it along
side MOTA, testing it, debugging it, etc so that future games will get
done quicker, or I can put it off until next year and still have to do
it anyway. Personally, I'm of the opinion it is better in the long hall
to go ahead and do it now so the conversion is done and over with. If I
hurry up and get the game done now, using .NET, I'm just waisting time
to get a few people off my back, to get the game out of my hair, and
then will turn around in a year maybe two and convert it to C++ anyway.
So it ends up putting off the inevitable.
Bottom line, I've already decided .NET is history as far as any new
projects are concerned. Once the new STFC comes out it will no longer
use .NET, the development release of Raceway no longer uses .NET, and
I'd prefer just to stop using .NET for MOTA as well. Make a clean and
final break from that API. It is a good development API, has good
languages, but based on personal experience isn't the best option for
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