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  4. DirectX/XNA Phase Out Continues

DirectX/XNA Phase Out Continues

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  • T Offline
    T Offline
    Terrence Dorsey
    wrote on last edited by
    #1

    Promit's Ventspace[^]:

    I don’t feel that the way DirectX has been handled in recent years has been a positive thing. A number of technical decisions were made that were unfortunate, and then a number of business and marketing type decisions were made that compounded the problem. Many of the technologies (DirectInput, DirectSound, DirectShow) have splayed into a mess of intersecting fragments intended to replace them. The amount of developer support for Direct3D from Microsoft has been unsatisfactory, and anecdotal reports of internal team status have not been promising. Somebody told me a year or two back that the HLSL compiler team was one person. That’s not something you want to hear, true or not. Worst of all, though, was the communication. That’s the part that bugs me.

    You’ll understand if I am not in a hurry to start coding for your newest framework.

    _ C L S 4 Replies Last reply
    0
    • T Terrence Dorsey

      Promit's Ventspace[^]:

      I don’t feel that the way DirectX has been handled in recent years has been a positive thing. A number of technical decisions were made that were unfortunate, and then a number of business and marketing type decisions were made that compounded the problem. Many of the technologies (DirectInput, DirectSound, DirectShow) have splayed into a mess of intersecting fragments intended to replace them. The amount of developer support for Direct3D from Microsoft has been unsatisfactory, and anecdotal reports of internal team status have not been promising. Somebody told me a year or two back that the HLSL compiler team was one person. That’s not something you want to hear, true or not. Worst of all, though, was the communication. That’s the part that bugs me.

      You’ll understand if I am not in a hurry to start coding for your newest framework.

      _ Offline
      _ Offline
      _beauw_
      wrote on last edited by
      #2

      I was a big fan of DirectX and remain one. I never saw the point of XNA.

      1 Reply Last reply
      0
      • T Terrence Dorsey

        Promit's Ventspace[^]:

        I don’t feel that the way DirectX has been handled in recent years has been a positive thing. A number of technical decisions were made that were unfortunate, and then a number of business and marketing type decisions were made that compounded the problem. Many of the technologies (DirectInput, DirectSound, DirectShow) have splayed into a mess of intersecting fragments intended to replace them. The amount of developer support for Direct3D from Microsoft has been unsatisfactory, and anecdotal reports of internal team status have not been promising. Somebody told me a year or two back that the HLSL compiler team was one person. That’s not something you want to hear, true or not. Worst of all, though, was the communication. That’s the part that bugs me.

        You’ll understand if I am not in a hurry to start coding for your newest framework.

        C Offline
        C Offline
        Clifford Nelson
        wrote on last edited by
        #3

        This is very unfortunate. What happens when decisions are not made with strategic thinking. Sort of like the mess the US Economy is in.

        1 Reply Last reply
        0
        • T Terrence Dorsey

          Promit's Ventspace[^]:

          I don’t feel that the way DirectX has been handled in recent years has been a positive thing. A number of technical decisions were made that were unfortunate, and then a number of business and marketing type decisions were made that compounded the problem. Many of the technologies (DirectInput, DirectSound, DirectShow) have splayed into a mess of intersecting fragments intended to replace them. The amount of developer support for Direct3D from Microsoft has been unsatisfactory, and anecdotal reports of internal team status have not been promising. Somebody told me a year or two back that the HLSL compiler team was one person. That’s not something you want to hear, true or not. Worst of all, though, was the communication. That’s the part that bugs me.

          You’ll understand if I am not in a hurry to start coding for your newest framework.

          L Offline
          L Offline
          LloydA111
          wrote on last edited by
          #4

          Wait, so what is the proposed replacement for DirectX? I highly doubt Microsoft are considering OpenGL.

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          W S 2 Replies Last reply
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          • L LloydA111

            Wait, so what is the proposed replacement for DirectX? I highly doubt Microsoft are considering OpenGL.

            =====
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            ===

            W Offline
            W Offline
            wout de zeeuw
            wrote on last edited by
            #5

            OpenGL rules, it has a software renderer fallback, something that DirectX never offered.

            Wout

            _ 1 Reply Last reply
            0
            • L LloydA111

              Wait, so what is the proposed replacement for DirectX? I highly doubt Microsoft are considering OpenGL.

              =====
              \ | /
              \|/
              |
              |-----|
              | |
              |_ |
              _) | /
              _) __/_
              _) ____
              | /|
              | / |
              | |
              |-----|
              |

              ===

              S Offline
              S Offline
              Super Lloyd
              wrote on last edited by
              #6

              DirectX remains!!! But instead of XNA (shameless plug, although I should be, it's no where near ready...) you can use my WinRT binding for DirectX! ;P http://directwinrt.codeplex.com/[^] Just did some D2D work lately, this API is almost usable now!

              My programming get away... The Blog... Taking over the world since 1371!

              1 Reply Last reply
              0
              • T Terrence Dorsey

                Promit's Ventspace[^]:

                I don’t feel that the way DirectX has been handled in recent years has been a positive thing. A number of technical decisions were made that were unfortunate, and then a number of business and marketing type decisions were made that compounded the problem. Many of the technologies (DirectInput, DirectSound, DirectShow) have splayed into a mess of intersecting fragments intended to replace them. The amount of developer support for Direct3D from Microsoft has been unsatisfactory, and anecdotal reports of internal team status have not been promising. Somebody told me a year or two back that the HLSL compiler team was one person. That’s not something you want to hear, true or not. Worst of all, though, was the communication. That’s the part that bugs me.

                You’ll understand if I am not in a hurry to start coding for your newest framework.

                S Offline
                S Offline
                Shao Voon Wong
                wrote on last edited by
                #7

                I am writing a multi-discipline article for quite some time. I was using OpenGL at first, later changed to XNA so that I did not have to write my own 3D model importer; On hindsight, I should have sticked with OpenGL, One good side-effect OpenGL has to offer, is that I can easily port my code to WebGL (if browser support) where my users can watch the preview before they click OK to make video on the server.

                1 Reply Last reply
                0
                • W wout de zeeuw

                  OpenGL rules, it has a software renderer fallback, something that DirectX never offered.

                  Wout

                  _ Offline
                  _ Offline
                  _beauw_
                  wrote on last edited by
                  #8

                  That doesn't match my recollection. There is such a thing as DirectX software rendering. It's perhaps not as seamless as OpenGL software fallback (since it's treated as its own "device" with a specific set of capabilities), but it exists.

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