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[Documentation] Document MonoGame Incompatibilities #154
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I don't think too much about the comparison because in theory there should be no comparison to begin with. FNA is meant to be the preservation of XNA while MonoGame is supposed to be the successor. The overlap is largely because XNA ports are a moneymaker and as a result there is some pressure on their part to keep compatibility. Where I think FNA excels, aside from the usual gimmicks you'd find on any project's website ever ("write once run anywhere" (which is always a lie, btw), "used by famous game X," etc.), is its clear and unambiguous focus. We implement XNA, we try to deploy it where we can, and we firmly place our role as only one among many in an ecosystem of Free and Open Source game software development that is very thinly spread as it is. With FNA, you can expect exactly this every single day:
MonoGame may have shiny features like PlayStation 4 support, but they will, as far as I can tell, never have those three bullets to the same extent that we do:
The secret and final point to these three points is that if you ask anyone who uses MonoGame about these points, you will get a different answer pretty much every time (other than "lol you have the source you do it," which is a condescending/patronizing answer that you would never say to your co-worker on a proprietary project so I dunno why people throw that around so arrogantly in FOSS). I suspect I know as much about the intent and direction of the project as anyone who actively uses it. On the other hand, FNA has a very clear direction, it's just that we move very slowly from the public's perception. Yes, Switch is being worked on, as is Xbone, Android, iOS/tvOS, and so on. But it's not done yet. And I would prefer to simply say it's not done and invite people to help finish it rather than pretend it's here and constantly drag people around while we throw together a house of cards and pray that it stays standing. We have less people but our people are put to good use, and we openly and transparently limit our scope to guarantee quality and I think that gives our users (and our developers) a little more confidence knowing that we're not in a constant, never-ending rush. Lastly, and frankly, compared to what we're actually trying to do, and considering how often the platform ecosystem changes, stuff like that is just superficial glitter. And once FNA's platform list catches up to MonoGame's, I think people will figure that out pretty quickly when they're finally willing to actually compare side-by-side instead of throwing us away just because we don't have iOS support or whatever it was they weren't going to use anyway. |
Impressive ^-^ Monogame becomes less interesting to me then, since such decisions to support "swimming without getting wet" tend to act fragile in software development. See the packaging in the main distros. Well, I thank you very much for this comprehensive view and I think its clear that it belongs into your documentation. I will also like to add that you seem to know very well what you are doing |
I dunno if it's something I want to put in the manual only because it really shouldn't be there to begin with... I'd prefer to wipe my hands clean of the whole comparison between the two, since they really shouldn't be compared as two versions of one idea (even though that's how it plays out in practice). Even if it was on the front page I don't think it'd change anyone's mind. All it does is generate needless divides when I'd probably do well to at least encourage cooperation as long as they're still riding the XNA specification. I may not like their style but there's still some common ground to be met (fixing FAudio's license is one example). |
Exactly that you point out their different characteristics is important? |
I can try to figure out how to differentiate them on a technical level, but I dunno if that'll be easy. XNA4 vs. XNA4-but-not-really is even harder to document than XNA4 vs. XNA4 minus WinForms! But I could probably point out stuff like MGFX along with the usual changes like Song/Video content. Let me figure this out once FAudio has calmed down a little. |
Well, I think you already did a great job, while this is up to you of course. |
Also FNA's code is much easier to read and understand. Though it is subjective feeling. Speaking of which. Does FNA accepts PRs that slightly change original XNA4 spec? |
I guess its adviced to open an own issue for it since others like to share their opinion on this specific question. |
@rds1983 That would break the spec, so no. To slightly change the spec would be to, well, change the spec. Luckily SpriteFont is terrible and you shouldn't use it anyway. |
This is an interesting thread. :) |
Tell me about it! |
Documentation for MonoGame compatibility has been written: https://github.com/FNA-XNA/FNA/wiki/Appendix-B:-MonoGame-Compatibility EDIT: lol what's Ctrl+C |
Thanks a lot ^-^ |
Hi there :)
I read an argument about the difference between FNA and Monogame, pointing out the Switch support and higher maintenance on the side of the second.
How do you see this?
What are the benefits of FNA?
You might consider to clear this up in the documentation since both projects implement the the XNA platform and through that is it difficult for the newbies to differentiate.
Thanks a lot
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