To give you a background of where we started:
Our project started with XNA. The goal was to get out a simple product that had some relatively nice design and could be released on xbox. As the progressed on our project we noticed more and more problems with the XNA platform when dealing with shaders and new technology. We wanted to take advantage of some of the more refined elements available to PC users but to do that we would have to migrate from the XNA platform.
Several months had passed and we moved into the SlimDX setup. We had access to dx11 as well as many other factors that were rather limiting with the XNA setup. On the flipside, we had to code much more when it came to handling models and mesh rendering. There is almost 0 projects out there that have the option to handle meshes that have animations and textures when it comes to a C#+SlimDX setup. So, expect to spend some time dealing with that if you go that route.
We just recently moved from SlimDX to SharpDX ( since slimdx doesnt seem to be supported much these days ). With this switch we gained all the perks of the SlimDX vs XNA setup as well as gaining access to the new dx11.1 perks. ( which improved our UI setup and reduced fps loss )
I think it was best said already, it really depends on what your overall limitations and goals are for the shaders/graphics.
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#1riuthamus
Posted 29 November 2012 - 11:42 AM
To give you a background of where we started:
Our project started with XNA. The goal was to get out a simple product that had some relatively nice design and could be released on xbox. As the progressed on our project we noticed more and more problems with the XNA platform when dealing with shaders and new technology. We wanted to take advantage of some of the more refined elements available to PC users but to do that we would have to migrate from the XNA platform.
Several months had passed and we moved into the SlimDX setup. We had access to dx11 as well as many other factors that were rather limiting with the XNA setup. On the flipside, we had to code much more when it came to handling models and mesh rendering. There is almost 0 projects out there that have the option to handle meshes that have animations and textures when it comes to a C#+SlimDX setup. So, expect to spend some time dealing with that if you go that route.
I think it was best said already, it really depends on what your overall limitations and goals are for the shaders/graphics.
Our project started with XNA. The goal was to get out a simple product that had some relatively nice design and could be released on xbox. As the progressed on our project we noticed more and more problems with the XNA platform when dealing with shaders and new technology. We wanted to take advantage of some of the more refined elements available to PC users but to do that we would have to migrate from the XNA platform.
Several months had passed and we moved into the SlimDX setup. We had access to dx11 as well as many other factors that were rather limiting with the XNA setup. On the flipside, we had to code much more when it came to handling models and mesh rendering. There is almost 0 projects out there that have the option to handle meshes that have animations and textures when it comes to a C#+SlimDX setup. So, expect to spend some time dealing with that if you go that route.
I think it was best said already, it really depends on what your overall limitations and goals are for the shaders/graphics.