…but didn’t know to ask.
OK, perhaps not everything…but certainly all the options for developing great games on Windows 8.
Bob Familiar, who manages some of my fellow Technical Evangelists on our East Region team, managed to find time between updating SharePoint and emailing Excel files to do some really thorough research on the state of game development for Windows 8, and shares his results on his blog:
A very nice tour of the available technologies and frameworks, as well as some that have been recently announced.
Oh, and Bob is also a prolific musician, and contributed some of his tunes for my colleague Dave Isbitski’s Space Cadet game, which you can download from Codeplex.
And don’t forget to sign up for Generation App. Go from idea to app in 30 days.
3 thoughts on “Everything You Ever Wanted to Know About Windows 8 Game Development…”
can I run OpenGL under winRT? under regular win7 mode?
it is the ONLY tech I’m concerned with?
Desktop apps can do pretty much everything that they could under Windows 7, so if you’re building a desktop app, you should be good to go. For Windows Store apps, you’ll need to use DirectX/Direct3D for the graphics API, as OpenGL is not supported for Windows Store apps.
I was expecting something like that 🙁
so now we have two OS: win7 winRT
as from app developer point of view.
I acknowledge the need for winRT, though a bit late move from MS, but bringing such a change at the expense of spiting the win desktop in two non-compliant environments is something NO win-dev will appreciate.
I expect win7 to be the winXP of the next 5years, most users being reluctant to move to win8. Although MS are good at forcing their will on their users, a la apple style, so I might turn to be grossly wrong 🙂
It is not that I don’t see the benefits of winRT, since finally we might see some sanity and security on windows too.
I guess anyway you spin it around there will always be good&bad sides of such radical transitions.