a fair bit of .net is built on reflection so avoiding it is not easy at times you just have to be wary of what does and what doesn't work for example everything involving AssemblyAssembly and GetType()GetType() and stuff uses reflection. fortunately the AOT compiler stores this stuff ahead of time so this stuff should actually still work but the dynamic stuff like i'm doing that can't be calculated ahead of time isn't possible so you just need to be wary of what will and won't work
mg basically removes all boilerplate code. if you want to just get on with things mg will work decently well. so it completely depends what you are after. it's not a game engine, so don't expect many bells and whistles, but it has a few
tbf, mg's game loop is one of the best single threaded ones around. you can't separate FPS and UPS though which is the annoying part. it kinda just does that on its own.
nope, not that i can see. i roll my own for two reasons: 1) i do everything myself unless it is something i cannot reasonably expect myself to do, or i can't be bothered to do it 2) my windowing system is specifically for my graphics API and its style fits in with my library
Silk.Net make window and update/render are very friendly. It’s like Godot but without nasty “Gdscript” just put in assets and logic and app ready to run.
theoretically, yes. perksey was gonna look further into this i believe. the addition of AOT will certainly help, although JIT is also possible as can be seen with space engineers (although it uses sharpdx). it's technically possible now if you wish to murder your braincells with UWP
yes developer mode is UWP only if you want to make a proper xbox app you need to sign their NDAs so it is technically possible with developer mode, you just need to use UWP. if you want to use SDL or whatever then you'll have to sign the NDAs and whatnot to do it.
i plan for spacebox to release on xbox so soon enough i will start looking into this myself although i will admit using C++ for the game has been in the back of my mind for a while, I just can't be bothered to spend months porting my engine and then fiddling around with mono to try and get it to load c# assemblies so i can support modding
Unity used because it is simple, and solo dev can finish project. Making that all from scratch will take up to 10 years, like that guy on youtube, made simple farm game on java. The first videos are 7 years ago
making a completely general purpose game engine will take years for a single person, heck, it takes years for teams. i am going down that path myself but not so much that i am going crazy over it. my engine can handle what i need and nothing more. that's when the development time speeds up. after i've implemented all the bits i need then i'll worry about implementing the "general purpose" bits
a fair amount of development time can also be attributed to making the editor for the engine. the solution here is to not bother with making a general purpose editor, you can live without it. just make what you need and nothing more