Hello,

I want to know if you guys have a scheduled date to publish the C# runtime.

I'm working on a 2D XNA-based game engine, and I need to put Spine in it, but I don't want to code the whole runtime by myself if you guys are already planning on releasing this.

By the way, doing this, I'll be able to sell the engine without any problems with ES? I see the tool has a brilliant future, and I really want this integrated to my engine.

And... I'll be developing a game with my engine: thats the main reason I need this runtime code integrated faster as possible (I'll be using the exported spritesheets until I decide what to do based on your response)

Thanks.

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C# was funded, though I don't know which graphics library they'll use for the initial implementation, or where it lies in terms of priorities.

The runtimes are meant to be portable, so even if it's not using XNA, you'll have a much easier time adding an XNA drawing later on top of an existing C# runtime than trying to implement the whole thing yourself.

We don't have hard dates for you, sorry. Our general approach, in order: finish up the new app launcher that has been bogging us down for 4+ days now, fix OpenGL on the Mac, finish the generic C++ runtime, the cocos2d runtime, then the Unity runtimes. The Unity runtimes involve C#, so at that point we'll see if it makes sense to do a generic C# runtime before the Unity runtimes. If forced to give a date, I'd have to say something vague, such as: it'll be a week or two, or three, before we have a C# runtime. On the plus side, it won't be multiple months. HTH! 🙂

What about selling the engine? I'll have to code the runtime by myself if I want to sell it, or I can just use ES's as a dependency?

Thank you!

Spine's runtimes are provided as OSS under the BSD license.

Oh I'm sorry about that, I didn't know!

Thanks!

FYI, I am writing an XNA content processor for the JSON format. (I am about done the loader, working on the animation player next). It doesn't appear that anyone is working on this from the XNA community. It should not take too long 😉

http://xboxforums.create.msdn.com/forum ... spx#654786

If you love c# + XNA then I urge you to look at MonoGame (http://monogame.net). An OSS implementation of XNA that allows you to target multiple platforms. This is what SuperGiant games used to convert Bastion from XBox to the iPad. 🙂

Most of the engine is already done in XNA, but I plan to move the implementation to MonoGame as soon as possible (I've heard that MonoGame doesn't works well if the code is inside a DLL, is it true?)

I haven't heard of any problems like this.

I found the right answer: the problem is with the build system - you cannot use a portable class library since you can't load MonoGame's dll (MonoGame is not a portable class library) so you'll need to manage the build yourself with many projects.

I'll be porting the engine to MonoGame as soon as possible tough.

:hi:

jdemarco написал

FYI, I am writing an XNA content processor for the JSON format. (I am about done the loader, working on the animation player next). It doesn't appear that anyone is working on this from the XNA community. It should not take too long 😉

Nice!
Fellow XNA developer right here 😉

Also Im one of the developers of Farseer Physics Engine (just responsible for the samples though) and Im working on a ragdoll spawning system (similar to the one presented by Erin Catto at GDC 2012 https://code.google.com/p/box2d/downloa ... gdolls.pdf). So I would be very interested in this. Just figured I'll wait until the generic c# runtime is done, as there is no shortage of other problems in need of solving at the moment 😃