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Add AnodyneSharp.FNA.sln #28
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I'm wondering what the advantage of moving to FNA is? (Also, you can just fork this repo and put this issue in there if it's a thing you want to do) |
I'd like to have this for our test suite in particular, having another trace for FNA-XNA/FNA3D#72 will be helpful, and it's nice for us to have more FNA games with source available. Secondarily, it allows for single-assembly portability (D3D11/Vulkan/OpenGL are all in one binary), and would fix things like native Pro Controller support on Windows (FNA exclusively targets SDL, including on consoles). I probably won't go as far as replacing MG unless it turns out the port provides some kind of substantial perf improvement or something, but it's definitely a nice-to-have on our end. |
Please make your own fork of our project and track the progress on your project there. We might archive this github soon since this project is done and we're moving on to our next games. |
Repo is here: https://github.com/flibitijibibo/AnodyneFNA Most of the work didn't involve FNA as much as .NET versions, since I still ship with Framework rather than Core. Aside from the above task list I also ended up moving from NVorbis to stb, but I could have technically skipped that - no big deal though! A cleaned up version of this diff would likely add an For now though, going to make sure this actually works all the way through, and report back if anything unusual shows up. |
This is less a request and more a task for me to look at eventually, so this can be assigned to me!
Tasks:
wine fxc.exe /T fx_2_0 /DOPENGL
Not Doing:
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