I realise there are numerous questions on here asking about choosing between XNA and SlimDX, but these all relate to game programming.
A little background: I have an application that renders scenes from XML descriptions. Currently I am using WPF 3D and this mostly works, except that WPF has no way to render scenes offscreen (i.e. on a server, without displaying them in a window), and also rendering to a bitmap causes WPF to fallback to software rendering.
So I'm faced with having to write my own renderer. Here are the requirements:
Mix of 3D and 2D elements.
Relatively few elements per scene (tens of meshes, tens of 2D elements).
Large scenes (up to 3000px square for print).
Only a single frame will be rendered (i.e. FPS is not an issue).
Opacity masks.
Pixel shaders.
Software fallback (servers may or may not have a decent gfx card).
Possibility of being rendered offscreen.
As you can see it's pretty simple stuff and WPF can manage it quite nicely except for the not-being-able-to-export-the-scene problem.
In particular I don't need many of the things usually needed in game development. So bearing that in mind, would you choose XNA or SlimDX? The non-rendering portion of the code is already written in C#, so want to stick with that.
I haven't used SlimDX, but based on my experience with XNA and reading about SlimDX's objective. I'd suggest SlimDX. XNA while it can be used for other things is primarily a Game Engine, not a Rendering Engine. It's got lots of specific optimizations & methodology geared towards Games.
Also, XNA likes to pre-build it's resources into DirectX Files (.x) if you're working with dynamic files, I think SlimDX is the best choice for you.
XNA and SlimDX are very close in nature, but there are some differences:
XNA requires a GPU with a least pixel/vertex shaders 1.1 while I think SlimDX does not.
SlimDX supports DirectX10 and 11, while XNA only supports DirectX 9.
XNA is a cross platform between Windows, Xbox 360, Zune and Windows Phone 7, while SlimDX is not.
XNA has a strong community (creators.xna.com) with tons of tutorials and help materials.
I would go with XNA.
Related
what would be my options if i would like to create a 2D action game in WPF(for the ease of building UI Layout) without having noticeable performance loss? The game should'nt have heavy physics calculations.
I did create XNA game in the past, and i know about the MonoGame project, but i am still unsure how to use WPF as a host for MonoGame and i didnt find a downloadable example of MonoGame in WPF.
Beside MonoGame, what will be the other options, if any?
Thanks in advance!
Have a look at SlimDX, both 3D and 2D are supported.
The tutorials have examples on integrating with WPF.
You could take a look at Nick Gravelyn's article which renders XNA inside of a WPF application. I believe MonoGame's API is very similar, if not identical, to XNA, so it shouldn't be a huge problem fixing any porting issues.
http://blogs.msdn.com/b/nicgrave/archive/2010/07/25/rendering-with-xna-framework-4-0-inside-of-a-wpf-application.aspx
or
http://www.jfmajor.com/post/38447851593/monogame-in-wpf
I do remember reading somewhere that a team attempting to render WPF controls over XNA/MonoGame (I forget which) did encounter some perf issues.
I think the approach taken by many (from what I've seen) is not to use WPF for rendering a UI and instead build the UI as part of the game/engine. WPF/WinForms can be used to build an editor, but again I believe the rendering of the game/world is embedded within a WPF/WinForms application using a UserControl similar to the articles mentioned above.
I need to speed up my image viewer, and wondering if I should be looking into creating my own DirectX control to do so.
My image viewer displays medical images. They can be pretty large. We're talking 55mb when it comes to mammography. The pixel data is 16bit greyscale stored in a ushort array. Without getting into the gory details, my current approach is loading the pixel data into an ImageSource, and using the WPF Image control.
I've never done anything with DirectX. Is it worth diving into it? Would it be any faster than the native WPF stuff? If so how significantly? Or, should I just forget about DirectX and look into areas where I can improve my current approach?
Before somebody says so, I know WPF utilize DirectX. I'm wondering If removing the WPF layer and writing the DirectX myself will improve performance.
I have some experience drawing multi-gigabyte satellite and chart imagery. Working with imagery around 55MB should probably work okay even without trying to optimize it too much. You haven't really given enough detail to recommend one alternative over the other, so I will give my opinion on the pros and cons.
Using 2D windows APIs will be the simplest to implement and should always be fast enough if you don't need to rotate and simply want to display an image and zoom and pan around. If you treat it as one large image the performance will not be as good when you zoom out if you are drawing with halftoning to give a nice smooth image. This is because it will effectively have to read all 55mb of image every time it draws.
To get around this performance issue you can make multiple bitmaps, effectively mip-mapping your image. As you zoom out you can pick the reduced resolution image closest to the resolution you are trying to draw . If you are not familiar with mip-mapping here is a Wikipedia link:
http://en.wikipedia.org/wiki/Mipmap
Implementing it with DirectX will be 10x as difficult. Different graphics hardware has different maximum texture sizes. Most likely you will need to break your image up in to multiple textures to draw and you will also have to keep track of render states, viewing matrices, etc.
However, if you do use DirectX, you can implement lots of real-time photo adjustments You can do real-time rotation by simply adjusting view matrices. You can do real-time contrast, brightness, gamma, and sharpness easily in a pixel shader.
There are two other API's I might suggest. If you are willing to limit yourself to Vista or later then Direct2D would be a little simpler than Direct3D. Also if you ever will need to implement it on a non-windows platform I would suggest using OpenGL instead. My current project is in Direct3D because a few years ago when we started it OpenGL was falling behind and I didn't forsee the popularity of Android devices. I now wish we had used OpenGL instead.
Try profiling to see where WPF is spending its time. Are you displaying the images at their native resolution? If not it might be worthwhile to do some preprocessing and create 1/2 resolution versions.
I created a Game in C# (Multi-player Tanks Game) using Windows Forms Tools (Panels, shapes, buttons, etc...) but the Animation and Graphics are just so poor, so is there any Type of simple Graphics or Animation to use in C# to make this game a little better, can I use flash in C#, anything?!!!
XNA is great, its a completely different technology to Windows Forms as its based on DirectX.
Another idea is to check out silverlight or WPF depending on how complex your game is. For simple 2D games with not too busy screens it might be a lot easier than XNA.
I found a great example of building a multiplayer game in WPF.
I would recommend having a look at Microsoft XNA.
I'm pretty sure if you want to improve the graphics of your game you're going to have to use design software or hire someone to do it for you. A simple look up on Google will direct you to model development software.
A good place to start is the microsoft XNA framework.
I also recommend using Blender: http://www.blender.org/
It's a completely free open source 3D model creation program.
There are many librarys and ways for game development in C#.
I prefer to use XNA, which is based on DirectX and developed by Microsoft itself.
But there are also many other wrapper like OpenGL wrapper SharpGL, a custom DirectX wrapper SlimDX or using the plain DirectX SDK.
Some time ago I was looking for libraries or frameworks to improve winforms experience with nice animations. My best options were XNA or OpenTK (OpenGL) and SDL.Net.
I'm writing a tile editor for a game and would like to be able to select which level file to open. Once open I would load the level into an XNA window and click to add/remove tiles to the level. When the editing is finished I would save the file layout back to the original file.
Currently I don't see a way to integrate windows forms and XNA. Is this even possible?
When I was working on a small, "2.5D" isometric game in XNA, I found it worth while to also have a separate WinForms version that would just render a 2D top-down view using GDI. This was due to my inexperience with XNA and my (relative) comfort using WinForms.
This approach also had the useful side-effect of enforcing separation between logic and rendering code. It made it easier (for me, at least) to test changes without having to worry about how to deal with the XNA rendering aspects.
It may not be exactly what you had in mind, but it might be something to consider.
WinForms and Xna can cooperate, but it's not recommended to use Xna's built in Game class with WinFroms. There are two samples demonstrating it:
http://xbox.create.msdn.com/en-US/education/catalog/sample/winforms_series_1
http://xbox.create.msdn.com/en-US/education/catalog/sample/winforms_series_2
I'm making a turn-based top-down game in C#. The graphics requirements are pretty simple: it's entirely 2D, requires drawing some images taken from graphics files (perhaps rotating them first), line drawing to make a hex grid and the ability to place text at any position on the screen.
I'm wondering what the best API is for doing these graphics. Is XNA overkill for this, is there something more appropriate? Thanks (I have zero experience of graphics or game development in .net so don't be afraid to dumb-down any answers).
I'd recommend XNA for this. If you don't want some of the overhead of XNA, I've found SlimDX to be a very nice little framework. They also provide some basic game classes to make this type of thing easy.
Doing your drawing directly in WPF is also fairly easy, but more difficult to extend later. XNA and SlimDX give you access to shaders, very fine grained control of alpha blending, as well as the potential to easily extend portions into 3D later if needed.
I've used the Farseer Physics engine before which was pretty cool and extremely easy to pickup (I am an enterprise developer, not a game developer). It works for Silverlight so you could actually make your game web based. I would suggest silverlight or WPF for 2D.
http://www.codeplex.com/FarseerPhysics
I would recommend WPF. Loading your graphics and moving them around should be fairly easy. Since WPF also is vector based, your line drawing is straight forward.
XNA would be the next step. Great support for sprite graphics and also gives you access to shaders.
If it is as simple as it sounds, and not even real-time, maybe you don't need any of this stuff. Drawing a hex grid and some images should not be hard even without a game engine. Maybe WPF would be good for this.
Given your requirement you could just use plain C# and the GDI (for 2d rastering). However learning XNA is easy enough, and it'll serve you well once you decide to make a realtime game (2d or 3d) down the road. Either way have fun, and if XNA seems to complicated when your starting out, just drop back to GDI. Making games should be as fun as playing them :)
XNA sounds like a good choise (it will better than using DirectX SDK !! and it is quite easy to learn)
You can do this by just using classes inside the System.Drawing namespace. And XNA is certainly overkill for this type of stuff. Also you would introduse many dependencies for your small game which might be an unwanted thing for your gamers.
Check out Unity 3D - it's based on C# and it can be used for 2D. It might be overkill (including price), but for game development it's in general HUGE help.