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FNA-XNA logoFNA

FNA - Accuracy-focused XNA4 reimplementation for open platforms

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Quick Overview

FNA-XNA is an open-source reimplementation of the Microsoft XNA Game Studio 4.0 Refresh libraries. It aims to provide a cross-platform alternative for XNA-based games, allowing developers to port their XNA games to platforms beyond Windows and Xbox.

Pros

  • Cross-platform compatibility (Windows, macOS, Linux)
  • High compatibility with existing XNA 4.0 code
  • Active development and community support
  • Improved performance compared to the original XNA framework

Cons

  • Limited documentation compared to the original XNA
  • Some minor differences in behavior compared to XNA may require adjustments
  • Smaller ecosystem compared to more modern game development frameworks
  • Learning curve for developers not familiar with XNA

Code Examples

  1. Initializing a game window:
public class Game1 : Game
{
    public Game1()
    {
        GraphicsDeviceManager graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
    }

    protected override void Initialize()
    {
        base.Initialize();
    }
}
  1. Loading and drawing a texture:
Texture2D texture;
SpriteBatch spriteBatch;

protected override void LoadContent()
{
    spriteBatch = new SpriteBatch(GraphicsDevice);
    texture = Content.Load<Texture2D>("myTexture");
}

protected override void Draw(GameTime gameTime)
{
    GraphicsDevice.Clear(Color.CornflowerBlue);
    spriteBatch.Begin();
    spriteBatch.Draw(texture, new Vector2(100, 100), Color.White);
    spriteBatch.End();
    base.Draw(gameTime);
}
  1. Playing a sound effect:
SoundEffect soundEffect;
SoundEffectInstance soundEffectInstance;

protected override void LoadContent()
{
    soundEffect = Content.Load<SoundEffect>("mySound");
    soundEffectInstance = soundEffect.CreateInstance();
}

protected override void Update(GameTime gameTime)
{
    if (SomeCondition)
    {
        soundEffectInstance.Play();
    }
    base.Update(gameTime);
}

Getting Started

  1. Clone the FNA repository:

    git clone https://github.com/FNA-XNA/FNA.git
    
  2. Build FNA using your preferred build system (e.g., MSBuild, Visual Studio, MonoDevelop)

  3. Reference the built FNA.dll in your project

  4. Create a new Game class and implement your game logic:

    using Microsoft.Xna.Framework;
    
    public class MyGame : Game
    {
        public MyGame()
        {
            new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }
    
        protected override void Initialize()
        {
            // Initialize your game here
            base.Initialize();
        }
    
        protected override void LoadContent()
        {
            // Load game content here
        }
    
        protected override void Update(GameTime gameTime)
        {
            // Update game logic here
            base.Update(gameTime);
        }
    
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            // Draw game graphics here
            base.Draw(gameTime);
        }
    }
    
  5. Run your game!

Competitor Comparisons

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Pros of MonoGame

  • Broader platform support, including mobile and console targets
  • Larger community and ecosystem with more resources and third-party tools
  • More actively maintained with frequent updates and improvements

Cons of MonoGame

  • Heavier and more complex codebase, potentially leading to longer compilation times
  • Less faithful to the original XNA API, which may require more code changes when porting
  • Can be more challenging to debug due to its complexity and abstraction layers

Code Comparison

MonoGame:

protected override void Draw(GameTime gameTime)
{
    GraphicsDevice.Clear(Color.CornflowerBlue);
    spriteBatch.Begin();
    spriteBatch.Draw(texture, position, Color.White);
    spriteBatch.End();
    base.Draw(gameTime);
}

FNA:

protected override void Draw(GameTime gameTime)
{
    GraphicsDevice.Clear(Color.CornflowerBlue);
    spriteBatch.Begin();
    spriteBatch.Draw(texture, position, Color.White);
    spriteBatch.End();
}

The code comparison shows that both frameworks have very similar syntax for basic drawing operations, with FNA being slightly more concise due to its closer adherence to the original XNA API.

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Simple Directmedia Layer

Pros of SDL

  • Broader platform support, including mobile and web platforms
  • More comprehensive multimedia capabilities, including audio and input handling
  • Larger community and ecosystem, with extensive documentation and resources

Cons of SDL

  • Lower-level API, requiring more code for basic functionality
  • Less focused on game development specifically
  • Steeper learning curve for beginners

Code Comparison

SDL:

SDL_Window* window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_SHOWN);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);

FNA:

GraphicsDeviceManager graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
graphics.ApplyChanges();
GraphicsDevice.Clear(Color.Red);

FNA provides a higher-level abstraction for game development, making it easier to get started with basic rendering. SDL offers more fine-grained control but requires more setup code. FNA is specifically designed for XNA-style game development, while SDL is a more general-purpose multimedia library.

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Pros of raylib

  • Simpler API and easier learning curve for beginners
  • Supports multiple programming languages (C, C++, Lua, Python, etc.)
  • Lightweight and has no external dependencies

Cons of raylib

  • Less feature-rich compared to FNA for advanced game development
  • Smaller community and ecosystem than FNA
  • Limited support for complex 3D rendering techniques

Code Comparison

FNA (C#):

protected override void Draw(GameTime gameTime)
{
    GraphicsDevice.Clear(Color.CornflowerBlue);
    spriteBatch.Begin();
    spriteBatch.Draw(texture, position, Color.White);
    spriteBatch.End();
    base.Draw(gameTime);
}

raylib (C):

void DrawGame(void)
{
    BeginDrawing();
    ClearBackground(RAYWHITE);
    DrawTexture(texture, position.x, position.y, WHITE);
    EndDrawing();
}

Both FNA and raylib are open-source game development frameworks, but they cater to different audiences and use cases. FNA is more suited for developers familiar with XNA and looking for a cross-platform solution, while raylib is ideal for beginners and those seeking a lightweight, multi-language framework for rapid prototyping and simple game development.

88,735

Godot Engine – Multi-platform 2D and 3D game engine

Pros of Godot

  • Complete game engine with built-in editor and visual scripting
  • Supports multiple programming languages (GDScript, C#, C++)
  • Active community and extensive documentation

Cons of Godot

  • Steeper learning curve for beginners
  • Larger project size and resource footprint
  • Less suitable for simple 2D games or direct XNA/MonoGame ports

Code Comparison

FNA (C#):

protected override void Draw(GameTime gameTime)
{
    GraphicsDevice.Clear(Color.CornflowerBlue);
    base.Draw(gameTime);
}

Godot (GDScript):

func _draw():
    VisualServer.set_default_clear_color(Color.cornflower)
    .draw_rect(Rect2(Vector2(), get_viewport_rect().size), Color.cornflower)

Summary

FNA is a reimplementation of XNA, ideal for porting XNA games or creating simple 2D games with C#. Godot is a full-featured game engine with its own ecosystem, better suited for larger projects and those requiring a complete development environment. FNA offers simplicity and familiarity for XNA developers, while Godot provides more tools and flexibility at the cost of increased complexity.

9,980

Simple and Fast Multimedia Library

Pros of SFML

  • Multi-platform support (Windows, macOS, Linux, iOS, Android)
  • Wider range of features beyond just game development (e.g., network, audio)
  • Active community and regular updates

Cons of SFML

  • Less focused on game development compared to FNA
  • May require more setup and configuration for game-specific features
  • Performance might be slightly lower for certain game-related tasks

Code Comparison

SFML (C++):

#include <SFML/Graphics.hpp>

int main() {
    sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Window");
    while (window.isOpen()) {
        // Game loop
    }
    return 0;
}

FNA (C#):

using Microsoft.Xna.Framework;

public class Game1 : Game {
    protected override void Initialize() {
        // Initialization code
    }
    protected override void Update(GameTime gameTime) {
        // Update logic
    }
}

SFML offers a more general-purpose multimedia library, while FNA focuses specifically on game development with XNA compatibility. SFML provides broader platform support and features, but FNA may offer better performance and easier setup for game-specific tasks. The code examples show the basic structure for creating a window in SFML and a game class in FNA, highlighting their different approaches to game development.

18,111

Cocos2d-x is a suite of open-source, cross-platform, game-development tools utilized by millions of developers across the globe. Its core has evolved to serve as the foundation for Cocos Creator 1.x & 2.x.

Pros of cocos2d-x

  • Cross-platform support for multiple languages (C++, Lua, JavaScript)
  • Rich set of built-in UI components and scene management tools
  • Large and active community with extensive documentation and resources

Cons of cocos2d-x

  • Steeper learning curve, especially for beginners
  • Larger codebase and potential overhead for simpler projects
  • Less suitable for projects requiring low-level control or specific XNA compatibility

Code Comparison

cocos2d-x (C++):

auto sprite = Sprite::create("sprite.png");
sprite->setPosition(Vec2(100, 100));
this->addChild(sprite);

FNA (C#):

Texture2D texture = Content.Load<Texture2D>("sprite");
spriteBatch.Draw(texture, new Vector2(100, 100), Color.White);

Summary

cocos2d-x is a versatile, feature-rich framework suitable for cross-platform game development with multiple language options. It offers a comprehensive set of tools and components but may be overkill for simpler projects. FNA, on the other hand, provides a more focused, XNA-compatible approach with potentially lower overhead and easier integration for developers familiar with XNA or MonoGame ecosystems.

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README

This is FNA, an XNA4 reimplementation that focuses solely on developing a fully accurate XNA4 runtime for the desktop.

Project Website: https://fna-xna.github.io/

License

FNA is released under the Microsoft Public License. See LICENSE for details.

FNA uses LzxDecoder.cs, released under a dual MSPL/LGPL license. See lzxdecoder.LICENSE for details.

FNA uses code from the Mono.Xna project, released under the MIT license. See monoxna.LICENSE for details.

Documentation

Documentation for FNA can be found on the FNA wiki:

https://fna-xna.github.io/docs/

Found an issue?

Issues and patches can be reported via GitHub:

https://github.com/FNA-XNA/FNA/issues