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Yes, this might be the more common scenario.
So now, you can develop in C++/DirectX and publish on Windows 7, Windows 8, Xbox 360, and WP8.
Or develop using C#/XNA and publish on Windows 7 (though no market), Xbox Indie Games, WP7, and WP8.
And for C++, you can probably port to OpenGL for PS3, Mac, iOS, and Android support as well.
So it makes more sense to code in C++ to target the maximum number of platforms.
As far as easy "maximum number of platforms" goes... it's probably still very much C#/XNA - not only on MS platforms, also iOS, Android, OSX, Linux, and soon PlayStation Suite.
http://monogame.codeplex.com/ - with existing examples in on non-MS platform appstores.
I guess developers didn't get that memo huh? Objective-C's adoption rate is off the charts:
http://www.tiobe.com/index.php/content/paperinfo/tpci/index.html
Language is only a small part of the equation. The frameworks are what enable developers to build useful stuff. And Cocoa Touch is a solid, well thought out framework with years and years of iterative improvements behind it. That class NSObject from which everything inherits in Cocoa Touch? It goes back to the NeXTSTEP days. Apple's strength lies in relentless rounds of incremental additions and polish, and Cocoa Touch has had a major head start by now.
This latest move is a tacit admission by Microsoft that Apple got it right first time by building the iPhone's OS on top of OS X. Microsoft has lost a lot of momentum with their inability to get their inner fiefdoms to all row in the same direction. This is the last reset they can afford. Microsoft have their work cut out for them. Better start grinding.
C# also: http://monogame.codeplex.com/





Member since:
2008-12-26
Only game devs will go over to directx; most apps will still be C# + XAML.