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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualBCullis

Posted 08 October 2012 - 12:18 PM

Is it working for you?  Are you able to accomplish your goals with SharpDX?  Are you feeling more confident with it the more you use it?

Then yes.

Don't hop around just to find the best possible API.  Rethinking your language/API choice is something to do after completing a project and before starting a new one.  There's no reason you should have to abandon using SharpDX (or "your API of choice" to be more generic) mid-stream.

I will try a pong next, but I feel like I spend 80% to graphic initialization and handling then the actual game

Do note that SharpDX, being a c# wrapper around DirectX, is still fairly low-level.  The SharpDX Toolkit is coming soon which will behave much more like XNA did (giving a high-level interface to the library), but until that's released, you're doing a lot of the groundwork yourself for rendering.  You've basically just got c#-friendly handles to the native DirectX functions, but no framework to speak of (something the Toolkit will do and XNA already did for you).  Which is why you're writing a framework when you follow those Rastertek tutorials.

#3BCullis

Posted 08 October 2012 - 12:17 PM

Is it working for you?  Are you able to accomplish your goals with SharpDX?  Are you feeling more confident with it the more you use it?

Then yes.

Don't hop around just to find the best possible API.  Rethinking your language/API choice is something to do after completing a project and before starting a new one.  There's no reason you should have to abandon using SharpDX (or "your API of choice" to be more generic) mid-stream.

I will try a pong next, but I feel like I spend 80% to graphic initialization and handling then the actual game

Do note that SharpDX, being a c# wrapper around DirectX, is still fairly low-level.  The SharpDX Toolkit is coming soon which will behave much more like XNA did (giving a high-level interface to the library), but until that's released, you're doing a lot of the groundwork yourself for rendering.  You've basically just got c#-friendly handles to the native DirectX functions, but no framework to speak of (something the Toolkit will do and XNA already did for you).  Which is why you're writing a framework when you follow those tutorials.

#2BCullis

Posted 08 October 2012 - 12:14 PM

Is it working for you?  Are you able to accomplish your goals with SharpDX?  Are you feeling more confident with it the more you use it?

Then yes.

Don't hop around just to find the best possible API.  Rethinking your language/API choice is something to do after completing a project and before starting a new one.  There's no reason you should have to abandon using SharpDX (or "your API of choice" to be more generic) mid-stream.

#1BCullis

Posted 08 October 2012 - 12:13 PM

Is it working for you?  Are you able to accomplish your goals with SharpDX?  Are you feeling more confident with it the more you use it?

Then yes.

Don't hop around just to find the best possible API.  Rethinking your language/API choice is something to do after completing a project and starting a new one.  There's no reason you should have to abandon using SharpDX (or "your API of choice" to be more generic) mid-stream.

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