• Runtimes
  • XNA to FNA!!! NOT DISCONTINUED!

  • Bearbeitet
Related Discussions
...

I'm going crazy!
You can not remove the XNA runtime!!! Exist FNA that is a best reimplementation of XNA, a lot of games just use FNA!
MonoGame is another thing. Monogame is freezed compared to FNA that is regular updated. MonoGame API changes are not explicitly marked or documented. FNA is extremely strict about API compatibility.

All my project is based on FNA, then XNA runtime, if you remove XNA/FNA I put on trash years of work!!!

I need that you update XNA tuntime to FNA
Migrate xna runtime to FNA take 5 minutes. I going to upload the example project.

Please don't abandoned FNA that is regular update! I bought spine-pro just because he had xna support 😢
Microsoft is sponsoring FNA too. The last update of FNA in github is 2 days ago, is very update and improved.


Here (with exe pre-compiled): http://95.174.23.183/download/spine-fna.zip
or
Here (without exe pre-compiled): http://95.174.23.183/download/spine-fna-no-exe.zip

you can download a project that use your c-sharp runtime in FNA, instead of XNA.
Then a second project "NormalMap SPINE" that use it for sample

please please DO NOT ABANDON, BUT UPDATE TO FNA!
FNA is multplatform, performing, is very popular framwork!
https://fna-xna.github.io/
https://github.com/FNA-XNA/FNA/wiki

if needed I can give you my help to with the FNA runtime.
now I put myself in a corner to hope...

I don't quite understand what the problem is I'm afraid. We could call spine-monogame spine-fna if you want, because it would still have the exact same source code and work just fine with XNA, FNA, and MonoGame.

Hi Mario!!!
monogame was born from xna and then continued it's slow evolution. In many ways it is similar but not egual to xna, while FNA is a accurate reimplementation, and is absolutely updated with more performance.
Here a good (but old) doc that explain: https://github.com/FNA-XNA/FNA/issues/154
now fna support ios and iostv too

FNA is more used than Monogame, it makes much more sense to create runtimes for fna

Ethan Lee has post FNA integration just on 2015 https://github.com/EsotericSoftware/spine-runtimes/pull/401

It doesn't matter if FNA is more accurate, more often updated, or has higher performance. You as the end user are free to choose between MonoGame and FNA. The point is that the sources that used to be in spine-xna/src have been copied without modification to spine-monogame/src and will continue to work with XNA, FNA, and MonoGame just like they have before. We do not rely on any APIs that are specific to MonoGame (or FNA) and that is not going to change.

I really do not understand what the concrete issue is here. You get the exact same code, it's merely in a different directory in the runtimes repository.

We don't have a spine-fna project because 1. that increases our maintenance burden for 0 benefit to us or the end user and 2. the documentation on how to setup a new FNA project is essentially non-existant, unless you want to count this: https://github.com/FNA-XNA/FNA/wiki/2:-Building-with-FNA

yes Mario, for now is 100% the same code, then with a simple copy-paste it work. My fear is that in future you will using some code that exists only in monogame and not in fna.
In the world of video games it is more popular fna than monogame.
As you can see in my sample, FNA template is the same of XNA but without pipeline, only "game1" class.

There's is essentially 0 chance we'll use any MonoGame specific APIs, as a Spine runtime's interaction with any framework like XNA is pretty minimal and limited to basic rendering of 2D textured triangles. MonoGame is not going to change that part of its API.

Can you point me to the template you speak of? Do you mean Ethan's pull request from 2015?

Neat, I'll add spine-fna. Those .md files should go on the FNA Wiki.

I love you all!!!
thank you