5 ms·
DirectXTK October 2012 release
- andreiursan 14y agoit looks that they are rewritting some of the XNA features in C++11, e.g. SpriteFont, SpriteBatch, BasicEffect: SpriteBatch, BasicEffect: http://blogs.msdn.com/b/shawnhar/archive/2012/03/02/spritebatch-and-basiceffect-for-c-direct3d-11.aspx http://blogs.msdn.com/b/shawnhar/archive/2012/03/02/spriteba... Sprite Font: http://blogs.msdn.com/b/shawnhar/archive/2012/05/02/directxtk-now-includes-spritefont.aspx http://blogs.msdn.com/b/shawnhar/archive/2012/05/02/directxt... Source: http://blogs.msdn.com/b/shawnhar/ http://blogs.msdn.com/b/shawnhar/
- espes 14y agoOr, y'know, open source cross-platform implementations of XNA. https://monogame.codeplex.com/ https://monogame.codeplex.com/ https://anxframework.codeplex.com/ https://anxframework.codeplex.com/
- andreiursan 14y agothere is also ExEn, but it looks that is abandoned by the creator. http://exen.codeplex.com/ http://exen.codeplex.com/
- tinco 14y agoWell that's great, but it still doesn't provide a clean API to C# does it? So it can't really be a replacement for XNA?
- pjmlp 14y agoXNA C# != DirectXTK C++ Or did I miss something?
- valdiorn 14y agoIS XNA allowed by the WinRT? Can you publish XNA stuff via the Windows 8 store?
- CodeCube 14y agoNot the XNA from Microsoft. But if you use MonoGame, you can publish on the win8 store.
- pjmlp 14y agoXNA seems to be in a zombie state http://forums.wpcentral.com/developers/180590.htm http://forums.wpcentral.com/developers/180590.htm All the official Metro documentation only talks about DirectX with C++. But my point was that the title used by the original post was misleading. If you need to use C++, then there are better engines than an XNA API clone.
- jspru 14y agoTitle doesn't match the content at all. I thought this might be an official announcement re: the future of XNA.
- coroxout 14y agoWhich would be long overdue. DirectXTK looks neat but so far it's no replacement for the bits of XNA I've used. And with all the uncertainty I'd like to see something very official in big, shiny writing to convince me any new MS game development offering is futureproof enough to bother learning. No disrespect to Shawn Hargreaves, whose work I've been enjoying since discovering Allegro 15 years ago. I'm interested to see whatever he produces post-XNA and glad of the reminder to check his blog more often.
- stcredzero 14y ago> My implementation approximates an ideal geosphere by recursively subdividing a starting shape – in this case an octahedron. I implemented an Octahedral geosphere for a space game in Panda 3D. Otherwise, you'd get artifacts when looking down at the poles of a planet, where all those longitude segments intersected.