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C#/XNA
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Author:  Matt [ Tue May 29, 2012 5:57 pm ]
Post subject:  Re: C#/XNA

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.

Author:  PandaCoder [ Sat Jul 14, 2012 2:27 am ]
Post subject:  Re: C#/XNA

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#.

Author:  helladen [ Thu Aug 09, 2012 5:49 am ]
Post subject:  Re: C#/XNA

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.

Author:  wanai [ Tue Nov 02, 2021 7:07 pm ]
Post subject:  Re: C#/XNA

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