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 Post subject: Re: C#/XNA
PostPosted: Tue May 29, 2012 5:57 pm 
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Joined: Fri Jun 26, 2009 10:15 pm
Posts: 701
Google Talk: FAProductions
William wrote:
What? I think we have driften away from what we where talking about, now when you bring up advices and opinions. I just dont like the fact that your saying its horrible. I'm sure he did the best he could, and doubt we'd see a similar attempt from someone else. Anyway, I'm getting tired of defending his project when I dont even know the guy xD Conclusion: it runs, it works, its on a platform supported by windows.


Yes, but what Jacob is saying, is that the kid didn't take advantage of the language. It's not programmed the best it could be. That's all.


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 Post subject: Re: C#/XNA
PostPosted: Sat Jul 14, 2012 2:27 am 
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Joined: Sat Jul 14, 2012 2:18 am
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Matt wrote:
William wrote:
What? I think we have driften away from what we where talking about, now when you bring up advices and opinions. I just dont like the fact that your saying its horrible. I'm sure he did the best he could, and doubt we'd see a similar attempt from someone else. Anyway, I'm getting tired of defending his project when I dont even know the guy xD Conclusion: it runs, it works, its on a platform supported by windows.


Yes, but what Jacob is saying, is that the kid didn't take advantage of the language. It's not programmed the best it could be. That's all.

Exactly!

The only drops of OO blood in that entire project is the fact that it uses Lidgren, XNA and is coded in C#.


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 Post subject: Re: C#/XNA
PostPosted: Thu Aug 09, 2012 5:49 am 
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Joined: Sun Aug 02, 2009 7:44 am
Posts: 5
Location: United States of America
Google Talk: Hellator@gmail.com
I agree with Jacob, the core of the engine should be a very high quality of work, and be something to base the rest of the source code on. Refactoring/recoding the entire core is not practical and better off just making your own engine from scratch.

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 Post subject: Re: C#/XNA
PostPosted: Tue Nov 02, 2021 7:07 pm 
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