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As many of you may have heard, Microsoft is in the process of retiring the XNA/DirectX MVP award over the next year. Though it is sad that the award category is going away, I understand Microsoft’s reason and it makes a lot of sense. They continue to have a deep commitment to gaming technologies and to game development, and they do still love indie developers (though at times that might not come through as clearly as we’d like).

My Microsoft MVP award period starts on April 1st (it’s not an April Fool’s Day joke, it’s just the beginning of a quarter) and runs for a year. Over the past two years I’ve been getting steadily more involved with the DirectX side of things since Microsoft decided not to support development of Windows Store games with XNA. This has meant getting back into C++ after many years away from it, which has been an exciting trip. With the release of the C++11 language standard and the incorporation of much of it into the Visual C++ compiler in Visual Studio 2012, most of the things I found frustrating about C++ more than a decade ago have disappeared. I won’t pretend that C++ is easier, faster, or better than C# but I also won’t pretend that C# is inherently easier, faster, or better than C++. For some things C++ is the better choice and for others C# is (and for some problems they’re fairly evenly matched (and then there are problems that completely different languages are best suited for)).

Anyway, I’ve been working more and more with C++ over the past two years and have been helping people more and more with it, e.g. by writing C++ Succinctly, by becoming more involved on the MSDN C++ forums and the DirectX forums on the Xbox LIVE Indie Games site, and by working on projects such as the Windows Store DirectX Game Template and samples based on that. For these and other contributions to the C++ community over the past year, I’m honored to say that Microsoft has presented me with a Visual C++ MVP award.

I remain very interested in helping new game developers learn game programming and in helping existing C#-based game developers explore the realm of DirectX and C++ (it’s not scary, just a little different). I shall continue to endeavor to help micro ISVs and other indie developers with the unique problems that we face and to make sure that Microsoft is aware of those challenges as it develops new products, new versions of existing products, and looks for ways to engage developers.

Thank you!

Posted on Monday, April 1, 2013 11:50 AM general , C++ | Back to top


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