I understand that there are numerous questions about choosing between XNA and SlimDX, but they are all related to game programming.
A bit of background: I have an application that displays scenes from XML descriptions. I am currently using WPF 3D, and this basically works, except that WPF is not able to display scenes off-screen (i.e. on the server without displaying them in a window), and rendering to a bitmap forces WPF backtrack on software rendering.
Therefore, I have to write my own render. Here are the requirements:
- Connection of three-dimensional and 2D elements.
- Relatively few elements on the scene (dozens of grids, dozens of 2D elements).
- Large scenes (up to 3000 pixels for printing).
- Only one frame is displayed (for example, FPS is not a problem).
- Masks of opacity.
- Pixel Shaders
- Software reserve (servers may or may not have a decent gfx card).
- Ability to render off-screen.
As you can see, this is pretty simple stuff, and WPF can handle it pretty well, except for the problem of not being able to export the scene.
In particular, I do not need many things that are usually necessary for the development of the game. So, considering this, would you choose XNA or SlimDX? The incorrect part of the code is already written in C #, so you want to stick with this.
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