I agree with this as well. no need for thomas to do so much extra work.
----- Original Message ----- From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Sunday, December 13, 2009 9:37 AM
Subject: Re: [Audyssey] Important MOTA Announcement


Hi Dark,
Almost exactly how I feel-in my opinion Thomas, you might aought get the 1.0
out there, and if and when you port the Genesis Engine over to C++, you
could use that for the 2.0 upgrade.
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, December 13, 2009 7:15 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA Announcement

hello Tom.

While this does make infinite amounts of sense, ---- my only concern is you
yourself.

You mentioned wanting to get Mota out of your hair and work on other
projects, ---- which is quite understandable given the multiple shinanigans
you've had with the game.

While I certainly understand the logic of having the genesis engine in
general in C++ for future work, ---- that does also mean more work and delay

on Mota.

if your happy with this, ---- that's fine, ---- but I don't think anyone
would blame you if you wanted to get Mota itself finished quicker, then move

on to the C++ coding for the genesis engine, Stfc raceway, and designer of
any future projects, ---- afterall, a few extra minutes installing for the
user is rather different from months more coding for the developer.

Of course, it's entirely your decision, ---- I'm just conscious how much of your sweat and blood has already gone into the project thus far, ---- and I think it would be a terrible shame if you just burnt out mid way through due

to complications and the game never got released.

Ultimately though, it's your game of course, ---- just know that not
everyone who plays it is a rabid slave driver who expects you to code all
day and night without rest!

Beware the grue!

Dark.
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, December 13, 2009 1:39 AM
Subject: [Audyssey] Important MOTA Announcement


Hi everyone,
Over the passed few months many of you have reported to me a problem with
Mysteries of the Ancients where it crashes suddenly and often times
without warning. Some times an error will come up stating that a certain
*.wav file could not be found, DirectX passes an illegal argument
exception, and so on all of which seam to be related to Managed DirectX.
I've confirmed this problem is related to Managed DirectX itself, not my
games, from various sources so it is quite apparent that the Managed
DirectX API for .NET programs needs to be taken out of the game and be
replaced with something else much more stable and reliable. I agree that
this should be done before Mysteries of the Ancients 1.0 is released.
Obviously this will take some time, but there are various options and
alternatives open to me at this point.
There is a somewhat short term solution I could use where I simply upgrade

the existing Genesis Engine written in C# .NET with alternative sound and
input APIs. Just off the top of my head there is FMOD,Earclang, the XNA
Framework, and SlimDX just to name a few options here. While upgrading the

engine to use one or more of these APIs wouldn't take too long I do wonder

if that is the better solution for the project long term.
A better long term solution is to simply move away from C# .NET altogether

and begin converting the code over to C++ now. Two of my projects STFC and

USA Raceway are already in the process of being written in C++, and it
would be in my long term interests to go ahead and switch the Genesis
Engine and Mysteries of the Ancients to c++ now rather than wait to do it
later on.
For one thing I've been in the process of converting the Genesis Engine
over to C++ anyway as well as some on going projects like the new STFC and

USA Raceway. Rather than go through the trouble of removing Managed
DirectX from the .NET based engine, upgrading it for this one game, it
makes more practical sense to save myself the time and work by completing
the C++ version of the Genesis Engine. Once that task is completed I could

conceivably produce a better more stable version of Mysteries of the
Ancients  by using the newer and hopefully better C++ based game engine.
Another reason why I think Mysteries of the Ancients should be converted
to C++ has to do with long term technical support on my end of things.
Ever since I began releasing games based on Microsoft's .NET technology my

number one technical support issue has been related to downloading,
installing, and upgrading the various .NET components you need such as the

.NET Framework and Managed DirectX. Were i to switch to C++ I could save
both you and I a lot of work downloading, installing, and upgrading
libraries as I would primarily use standard Windows libraries that would
be found on any XP, Vista, or Windows 7 system. You should be able to just

install and go without wondering if you have the absolutely latest DirectX

or .NET Framework on your system. I think this is a much better user
friendly setup and hopefully would require a lot less tech support from
me.
Those are just some of the advantages of switching to C++ now. Others
would include better system performance, better security, a wider
availability of game related APIs, etc. Basically, C++ can't be beat when
it comes to game programming, and now is clearly the time to strongly
consider using it for this project as well as my on going and pending
projects.
The one question I know many of you are asking is, "how long will all of
this take?"
That is a difficult question to answer. Anything I would say here would be

simply a guess at best. Do to the fact C# .NET is a C-Style language it
obviously has a lot in common with C++, and much of the code could be
converted pretty easily from C# to C++. That would obviously save time.
Still there would be quite a lot of manual coding by hand to fully convert

the engine from one language to the other. How long that would actually
take is anyone's guess. However, if I had to make an educated guess say
three or four months for the conversion process if everything goes well.
Anyway, the point I want to make is that there are lots of ways of
resolving our Managed DirectX issue. In the short term I certainly could
upgrade the .NET based Genesis Engine, finish Mysteries of the Ancients,
and have 1.0 out fairly quickly. However, I believe the long term
solution, converting the game to C++, is the better solution. The
advantages of converting the game to C++ far out way those of simply
upgrading the current .NET engine and releasing it. While it takes longer
it is ultimately what i feel I should do.
So for those of you who are in a rush to get this game please be patient
and understand I'm only doing this for your best interests. I'd much
rather take a few extra months developing this game if it is going to be
easier to install, is more stable, and a better product rather than doing
the quick and easy thing. As they say good things come to those who wait.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com


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