I have been swamped the last month or so working on this little video player for a small sporting event in Vancouver, and finishing up updating my book for Silverlight 4, so I have had very little time to work on SilverSprite. Rest assured that I will be
going through these discussions over the next couple of days and responding to anything that needs to be addressed. In the meantime, I have been thinking a lot about the future.
1. SilverSprite "Lite" (now "Core")
For the last release I made an effort to split out a "Lite" version for people using Silverlight and wanting to take advantage of the game loop, keyboard handling, vectors and matrixes, etc. without getting everything else. This didn't work out
the way I wanted when I started using it, so I've taken a step back and instead created a "Core" library with this stuff, and the main library that uses this and builds everything else on top of it. I'll be releasing this soon and blogging about
how to use it. This new core library only takes 23k once compressed in the XAP file and provides a lot of bang for the buck. The one downside for XNA devs is that you'll have to add a reference to two assemblies, but it shouldn't be too big a deal. I may actually
split out more assemblies so that you only have to include what you need.
2. XNA Namespaces
Originally, I went with our own namespaces to reduce confusion and avoid any namespace conflicts with other libraries. Unfortunately this causes problems with things like creating a content pipeline and processor for SilverSprite which is compatible with
XNA. Also it makes getting your XNA game ported harder than it has to be.
I'm looking for feedback on this. Would anyone be too upset if I go with the same namespaces XNA uses?
I've been going through the suggestions in UserVoice at
http://silversprite.uservoice.com and it's really helped me to decide what's important. Please add your own suggestions there if you have any, this is the place I'll look first for fixes/features to add.