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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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AlexandreMutel

SharpDX 2.4 on WP8 and high level XNA like API

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How similar is the SharpDX.Toolkit to XNA? Would it require much work to port a game over to SharpDX if anyone wanted to?
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[quote name='Xanather' timestamp='1351682624' post='4995787']
How similar is the SharpDX.Toolkit to XNA? Would it require much work to port a game over to SharpDX if anyone wanted to?
[/quote]
Currently, It is not possible to port a XNA game to SharpDX, because It has several missing features: For the graphics API, no model loading/rendering. No Audio/Input. Concerning the API compatibility, there are lots of areas where there is almost a one to one mapping (game class, content manager, effect, basiceffect, spritebatch, spritefont) and other areas where the naming/organization is different (resource creation, graphicsdevice....etc.). The goal for this 1st beta was at least to have the minimal infrastructure to fully use Direct3D11, as I'm using it to do some prototyping/demo with it (using compute shaders...etc.). Next releases should address progressively these missing features.

But I guess that for a better porting experience, and if you are looking for a one-to-one XNA compatibility, MonoGame is definitely a better option. SharpDX Toolkit is more targeted to users that want to have access to the full Direct3D11 stack. Edited by xoofx
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