I agree with Phil, I'd say finish the current work and then dip back into 
C++.

Smiles,

Cara

At 06:58 AM 1/19/2007 -0500, you wrote:

>Hi Tom,
>If people had not pre-ordered the Monty and Raceway games I would suggest
>switching to the more powerful language, but I think since this would delay
>release that you should stay with the dot net language for a while.
>Once the games are selling, that would be the time to brush up your C and
>convert the games to it.
>I would love force feedback in Raceway but I would rather be playing without
>it than waiting a long time just to get it.
>smiles,
>Phil
>
>----- Original Message -----
>From: "Thomas Ward" <[EMAIL PROTECTED]>
>To: <[email protected]>
>Sent: Friday, January 19, 2007 6:29 AM
>Subject: [Audyssey] Future USA Games product designs.
>
>
> > Hi everyone,
> > As all of you know back in December 2006 USA Games made STFC 1.0
> > available for public distribution. What we did not anticipate prier to
> > that release is how difficult it would be to get all users up to date
> > running the .NET Framework and the current version of DirectX. For most
> > users we were able to quickly resolve the issues and make STFC operate
> > properly. However, there were a few cases which were without any hope of
> > solving easily, and at this moment still remain open as unsolved cases
> > of unknown error.
> > Recently, on the Audyssey list I had made a suggestion that as a
> > developer I should design a 3D engine similar to the Quake engine, but
> > with all the access features built in. I'm thinking of starting over
> > with the USA Games engine and instead of basing it on the .NET Framework
> > and switching to C++ with the standard Windows win32 API and MFC which
> > comes installed on every Windows system. Even better I can package MFC
> > updates with my installer to update them were they needed.
> > I see many advantages of this switch such as greater security, better
> > performance of games, a wider availability of security tools to protect
> > USA Games commercial games,and no dependence on the .NET Framework for
> > any games designed under the new engine.
> > The final reason I might consider this route is simply that C++ support
> > for game devices, graphics, and sound is first rate. Since it is widely
> > used by pro game developers there are often more features for DirectX
> > available to a C++ dev than say for VB such as  force feedback support
> > for game controllers. The VB support for game controllers doesn't seam
> > to work well with feedback devices as both Che and I found out the hard
> > way. James north had created the initial Raceway engine in VB, and I
> > won't be able to get ff device support using VB or VB.NET. However, in a
> > language like C++ it wouldn't even be an issue.
> > However, using C++ isn't going to be all roses. I've gotten a bit rusty
> > with C++, and would probably take some time brushing up my skills,
> > finding out what changes were made in the SDKs I'd need, and so on. Game
> > production could potentially be slower since C++ isn't the easiest
> > language to work with, and I'll admit can be complex at times. Certainly
> > not a cinch like C#.NET is. Not only that it would take me quite a while
> > to read through my engine code, and begin converting it from C#.NET to
> > C++.
> > On the other hand, I do have a good thing going with C#.NET. Other than
> > the bumps in the road with end users not always having the correct
> > versions of the framework etc games like STFC and Montezuma's Revenge
> > are doing well. On a fairly modern system with all the latest service
> > packs and patches those games should play reasonably well for the audio
> > gamers community. I'd kind to hate to switch just when USA Games is
> > beginning to get this show on the road you might say.
> > There are some reasons about the .NET languages I am beginning to
> > dislike such as having to encrypt my binaries every time I compile them
> > for distribution, end users having mismatched versions of programs which
> > causes conflicts, and a few other miner limitations. Otherwise, like I
> > said, I am ok with what I am doing.
> > What do you all think. Are you happy with the way USA Games is doing
> > things, having to install the .NET Framework, etc, or would rather us
> > move to something more generic like the C++ Win32 API which is pretty
> > standardized across MS Windows platforms.
> > Thanks.
> >
> >
> > _______________________________________________
> > Gamers mailing list .. [email protected]
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> > visit
> > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> > any subscription changes via the web.
>
>
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>
>
>
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---
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