.NET和/或XNA开发了哪些著名游戏?[关闭]


34

是否有用.Net和/或XNA编写的著名游戏?


另一个,最近的一个:《 尘埃:一条爱丽舍的尾巴》。我认为这可能是我玩过的最好的XNA游戏。
BlueRaja-Danny Pflughoeft13年

另一个刚刚发布并运行良好的游戏: Rogue Legacy
BlueRaja-Danny Pflughoeft13年


Stardew Valley是由XNA开发的(由单个开发人员开发),于2016年初发布,仅在Steam上就已售出近60万份。
Kyralessa

Answers:


25

Schizoid是一款非常成功的XBLA游戏。这算吗?(不是,但是我能找到的最好的)

我认为您的意思是使用XNA和/或XNA GS制作的任何AAA级游戏。对此,答案是否定的。过去,C / C ++已成为游戏行业的黄金标准。这并不是没有原因的,大多数AAA游戏宁愿以所有不错的语法和运行时支持来换取额外的5FPS和更少的50MB RAM使用量,因为这两种游戏都直接转化为已售出的产品。当然有理由降低开发成本和缩短周期,但这在该行业中很难使用。


12
当然,还存在缺少用于控制台的C#编译器和防止JIT的内存保护模型的问题。话虽如此,我确实真的不想放弃对C / C ++的控制,这使我无法进行线程,内存管理/访问和优化。最后,60 fps游戏的5 fps很大,更不用说256 mb机器上的50 mcg了。
Kaj 2010年

7
看看Windows Phone 7是否在这里改变游戏将会很有趣。如果要为WP7开发3D游戏,则必须使用XNA,这意味着它在AAA工作室中的知名度可能会提高。
dwynne 2010年

10
考虑到Windows手机不太可能打入任何有用的市场渗透,可能不会那么多。
coderanger

2
当然,有很多现成的代码可供重复使用。如果您从适合自己的地方迁移,则可以从头开始。如果C / C ++曾经停止为您提供制作这些游戏的能力,那么我会看到变化-直到那时。
gbjbaanb

1
@heishe那是因为有关它的所有信息都在NDA下。
coderanger 2011年

40

Terraria。在Steam发行的第一周,它售出了200,000张。自那以来,它一直是Steam十大卖家之一。我想说这使它成为流行的XNA游戏。


2
Super Meat BoyFEZ也是很好的例子。
EdgarT 2013年

2
@ EdgarT,Super Meat Boy引擎是C ++,而不是C#。
2014年



15

这取决于您对“著名”的定义:)

  • Sol Survivor是一款非常出色的XNA游戏,出现在Xbox和PC上。
  • AI War是在.NET上编写的,尽管知名度不高,但在其拥有的游戏规模上却是开创性的。

我希望克里斯公园(Chris Park)来这里。我给他留下了关于Stack Overflow的评论,但他已经有两周没来了。
mmyers

@mmyers:我要去他的论坛上见他,谢谢你的主意!
RCIX

我没有意识到AI War是用.NET编写的。这真的很酷,特别是作为我正在开发的XNA游戏的灵感时,我在考虑制作如此规模的游戏将有多伟大。
CodexArcanum 2010年

@Codex:好吧,它正在切换到Unity(尽管它仍然使用Mono)。虽然令人印象深刻!
RCIX




5

同样,要考虑到虽然不是完整游戏,但重要的AAA游戏的某些部分已用.NET编写。Supreme Commander将其用于多人游戏,而Neverwinter Nights Aurora编辑器是用.NET编写的。


确实。AFAIK,寓言III中的弹出对话框是用XNA编写的。
kymully 2010年

Yeah - I've heard about a number of engines and games that use it as their scripting language.
Leniency

With the C/C++ CLR Hositng API, You can load the .Net Framework in a native c/c++ program. As such it's incredibly easy to design plugin/scripting frameworks in .Net and load them into games, and is becomming more common place to do so. Also with Mono-Project pretty mature it's astronomically easier to port games built on .Net now. And MonoGame picked up XNA where microsoft dropped it and is continuing it's development.
Ryan Mann


4

Funcom's (of Age of Conan/Anarchy Online fame) new game Bloodline Champions is written in XNA. It's currently in closed beta, but they have been quite generous with the beta keys.






1

While not technically .Net, many games made with Unity3D. EA has recently decided to use Unity3D for many of thier new games. The Unity3D engine uses Mono (an open source implementation of .Net) as it's scripting engine. Due to runtime optimizations, script performance as high as 120% native code speeds can be achieved.

For lower end platforms such as consoles (which IMHO makes them unsuitable for hardcore gamers), Mono and by extension Unity supports FULL AOT compilation. This allows games made in a Managed language to run on platforms that do not allow JIT.

As Unity's rendering engine and core components are programmed in C++, you easily break the 60FPS mark as long as you don't do stupid stuff that would ruin the FPS in C++ games as well. Don't iterate through a huge list every frame. Avoid using division, multiplying by 0.5 is 10 times faster than dividing by 2. Don't read from files every frame, cache the data as you need it. Don't run any more code every frame then you need, stick much of your code in methods that are only called when they are needed.

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