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Bearhugger

Map Editor: XNA vs SlimDX vs SharpDX

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My game editor uses Windows Forms's GDI+ to draw levels, but it is kind of slow and limited so I'm looking at using Direct3D to draw my maps.

 

Simple question. Which API between XNA, SlimDX or SharpDX would be best suited for a 2D game editor. XNA seems a little overkill but it was built by Microsoft and tons of games have been built on top of it so it seems stable, plus it has the audio built-in too. Then there are SlimDX and SharpDX that are basically thin wrappers around the DirectX API and seem much more lightweight. Both seem to do the same thing. (Is one better than the other?)

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Hmm, I would say XNA (alternatively, MonoGame) isn't overkill compared to SharpDX/SlimDX. XNA too is a wrapper but with some more accessible "frameworky" features, such as SpriteBatching which would help you in your endeavor. You'll have more startup time in SharpDX/SlimDX because they are thin wrappers. Although SharpDX has a XNA-like toolkit so you get a SpriteBatch there, so that's rather moot. For your domain, SharpDX and SlimDX would be fairly comparable - minus the toolkit. But SharpDX has perks as having Win8 support as well as being AnyCPU, which is a benefit for everyone.

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I made a tilemap editor using xna and windows forms. It works fine, assuming your game will be usingtiles. I got my editor from a tutorial in a book, but you can easily change it to fit your needs.

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Thanks for the answers, both of you.

 

I read that Microsoft didn't bother to support XNA on Visual Studio 2012 (and even less 2013) and that you have to hack stuff to make it work, so I think I'll pick something that is currently being supported, probably SharpDX.

Edited by Bearhugger

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