top | item 4625980

DirectXTK October 2012 release

16 points| andreiursan | 13 years ago |blogs.msdn.com

11 comments

order
[+] stcredzero|13 years ago|reply
> My implementation approximates an ideal geosphere by recursively subdividing a starting shape – in this case an octahedron.

I implemented an Octahedral geosphere for a space game in Panda 3D. Otherwise, you'd get artifacts when looking down at the poles of a planet, where all those longitude segments intersected.

[+] tinco|13 years ago|reply
Well that's great, but it still doesn't provide a clean API to C# does it? So it can't really be a replacement for XNA?
[+] jspru|13 years ago|reply
Title doesn't match the content at all. I thought this might be an official announcement re: the future of XNA.
[+] coroxout|13 years ago|reply
Which would be long overdue. DirectXTK looks neat but so far it's no replacement for the bits of XNA I've used. And with all the uncertainty I'd like to see something very official in big, shiny writing to convince me any new MS game development offering is futureproof enough to bother learning.

No disrespect to Shawn Hargreaves, whose work I've been enjoying since discovering Allegro 15 years ago. I'm interested to see whatever he produces post-XNA and glad of the reminder to check his blog more often.

[+] pjmlp|13 years ago|reply
XNA C# != DirectXTK C++

Or did I miss something?

[+] valdiorn|13 years ago|reply
IS XNA allowed by the WinRT? Can you publish XNA stuff via the Windows 8 store?