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Author Topic: Thinking about... Managed BBGE  (Read 6518 times)

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Offline GMMan

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Thinking about... Managed BBGE
« on: September 27, 2012, 02:57:51 am »
My "current" programming language is C#, and since I'm doing some game related stuff (nothing fancy, just a virtual file system (that I've started over on) and a bunch of game archive unpackers), I was thinking it would be cool getting BBGE ported to .NET, and then deploying Aquaria to Xbox 360. Write managed code, consolidate the bucketful of functions into classes, and use an extensible rendering system that allows for multiple graphics APIs. So you can run on Xbox with XNA, Windows with XNA or DirectX, and OpenGL on Linux/Mac using Mono (slight shuddering). I'm not saying I'd do it (3D noob here), but just saying it's an idea. At least it would be one build for all, even though it might not work so well on platforms without an official .NET implementation.

(Inspiration drawn from the Lucky Soft Engine, by Stella Games, who made Mystery of Mortlake Mansion and Elementals: The Magic Key. File system idea also drew from a modding necessity from said engine, where only one source can be used.)
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