Please select from the poll, program needs to work on the Surface Pro and Surface RT.
I have discounted SFML as it is not compatible with Windows RT.
Edited by rhuala, 15 November 2013 - 02:14 PM.
Jump to content
Posted 15 November 2013 - 03:54 PM
Ultimately it depends on the type of game you want to make... I'm assuming more than a word puzzle game.
With that said, D3D without a doubt.
D2D is essentially just a wrapper for D3D, with some overhead - slightly lowering performance and increasing battery life; both of which are serious considerations on an ARM device. Other technologies aren't up to scratch performance wise - I own an RT and it can seriously struggle with things it should be able to do quite admirably, which I assume is down to RAD tools rather than lower level ones.
Posted 19 November 2013 - 08:42 PM
To be a bit more on topic, I'd refrain from doing graphics in XAML, but it might be a way to do the UI screens with a game window that is full D3D.
Posted 21 November 2013 - 11:47 AM
I'd have trouble targeting the Surface at all given the miserable state of affairs regarding OpenGL on the platform. Granted, the Surface Pro runs x86 Windows so installing drivers is an option (though reportedly they're terrible), but supporting the RT means you must duplicate your effort and maintain D3D + OpenGL render paths to support Android and iOS.
And really, that sounds like a lot of work in order to release on a proprietary platform that doesn't move a lot of software.
Posted 21 November 2013 - 02:55 PM
My recommendation is Direct3D for game rendering, optionally with a XAML-based UI system.
Right now on Windows Phone neither Direct2D or DirectWrite are officially supported for third-party Windows Store apps, so Direct3D is preferable from a portability standpoint. Its true that D2D and DirectWrite are user-mode libraries written on top of D3D, and that people have gotten it to work in Windows Phone apps, but still current MS policy prevents these APIs from being called by apps distributed through the store. This may change in the future, but there's no knowing for sure. The details of Xbox One indie dev haven't been widely revealed, so we don't know whether Direct2D or DirectWrite will be available on that platform, or denied like on Windows Phone. If you only care about Windows 8/8.1, and not Xbox One or Phone, then this may not concern you.
XAML is a nice UI system in that its skinnable, extensible, and supports both mousing and touch. Right now XAML on Windows Store apps and XAML on Windows Phone are similar in concept and relatively similar in execution, but not in such a way that's directly portable. That said, the expected direction among the community is that Phone XAML will be replaced by the Win8/8.1 version, although there's no official statement from MS to back this up.
As an alternative, Cinder is also a nice library that's been getting a lot of press lately, and there's a port to Windows that supports Windows 8/8.1 store apps for both normative and and RT versions of the OS. It's a great, easy-to-use library that cuts through all the boring DX boilerplate you'd normally have to write.
Posted 25 November 2013 - 03:16 AM
If you are only going to target Windows 8.1 (or generally Windows, and not another OS), I would select SharpDX Toolkit. It's an incredibly fast DirectX wrapper that also includes and XNA like toolkit. Very similar to MonoGame (I thought MG used SharpDX behind the scenes on Window.?.).