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mark ds

OpenGL DirectX and Win32...worth bothering with?

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mark ds    1786
Like everyone else, I'm making a game (or trying to!). I'm a fairly strong Win32 programmer, but new to games - although I do have experience with OpenGL 2.1, this is very much a learning curve, and done purely for my own entertainment. Part of the reason I'm doing this is to familiarise myself with modern OpenGL. But, I fully intend to make a Direct3D port too.

Then it dawned on me - is it really worth bothering with D3D on Win32 for a non-commercial endeavour?

With WinRT coming out with Windows 8, which can be used to create both Metro and desktop apps, wouldn't it make more sense to wait and create a WinRT port, rather than Win32?

Also, what's the betting the 'XBox 720', or whatever it will be called, will use WinRT natively - enabling a single development approach to ALL Microsoft platforms?

Any thoughts?

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MJP    19787
For a typical full-screen game I don't think you'll have very much interaction with either Win32 or WinRT. It's mostly going to be relegated to a few system API's like CreateFile or CreateThread, which you can easily hide inside wrapper functions that are implemented differently for each platform. So i wouldn't worry about it, as long as you stick with D3D11 as your graphics API.

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Hornsj3    195
And, WIN32 is fully supported for Windows8 desktop apps.

If you are targeting Metro Apps you have to target WinRT, as well as a subset of DirectX (due to the Metro sandbox).

Go to MSDN and look at the target environment of some of the functions (desktop apps / metro apps). Like all mobile environments, MetroUI restricts access to system resources.

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mhagain    13430
Definitely worth bothering - native D3D is going to be around for a long time and the potential audience for WinRT/Metro will be quite small to begin with. Unless of course you want to learn the Metro stuff.

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