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Re:Announcing the MonoGame Foundation by pjmlp on Tuesday November 14, 2023 @09:55AM (#38263976)
Kind of, until they realize what Unity (or Unreal) offers, doesn't come only from late nights, and someone has to put money in for feature parity.

Anyway I really appreciate MonoGame folks carry on the XNA flag, after the people responsible for it on Microsoft lost to the DirectX/C++ group, hence DirectXTK as its replacement.

Re:Announcing the MonoGame Foundation by pdpi on Tuesday November 14, 2023 @10:20AM (#38264328)
Parity with Unity/Unreal is very much a non-goal for MonoGame. They're very different abstraction levels with very different purposes.
Re:Announcing the MonoGame Foundation by pjmlp on Tuesday November 14, 2023 @10:47AM (#38264716)
I know, the point was about any FOSS engine, and the overflow expectations of pushing them as alternatives.
Re:Announcing the MonoGame Foundation by gunselginsel on Tuesday November 14, 2023 @10:01AM (#38264056)
Out of the pan, into the fire.
Re:Announcing the MonoGame Foundation by HideousKojima on Tuesday November 14, 2023 @10:07AM (#38264136)
The biggest advantage Unity has over alternatives like Godot and MonoGame is the ecosystem around the engine, not the engine itself. Things like the asset store and the wealth of tutorials out there. It will take time for the ecosystems around open source engines to match or exceed that of Unity, but the more people leave Unity the faster that will happen.
Re:Announcing the MonoGame Foundation by lambda_garden on Tuesday November 14, 2023 @10:38AM (#38264581)
Unity and MonoGame are not really comparable. Unity is a game engine that is also an IDE, whereas MonoGame is simply a set of libraries.
Re:Announcing the MonoGame Foundation by Qwertious on Tuesday November 14, 2023 @11:10AM (#38265112)
Or to give an example: Unity provides a decent workflow for artists. XNA doesn't.
Re:Announcing the MonoGame Foundation by pjmlp on Tuesday November 14, 2023 @10:50AM (#38264752)
An engine that also targets consoles and VR headsets, uses C# as the main language, has an AOT toolchain for it, thanks to HPC# subset also allows for low level engine code in C#, and naturally the graphical debugging tools for profiling and GPU.