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问题描述

在PC发展方面(不包括Xbox和Zune播放器),

In terms of PC development (excluding Xbox and Zune),

什么是XNA和C#的DirectX区别?请问C#的DirectX有超过XNA一个显著的优势(在速度,特许权使用费条款等)?

What is the difference between XNA and C# DirectX? Does C# DirectX have a significant advantage over XNA (in terms of speed, royalties, etc)?

如何是两个相比,速度非托管C ++的DirectX?

How are the two compared to the speed unmanaged C++ DirectX?

在哪里业在游戏编程方面的活动?

Where is the industry moving in terms of game programming?

推荐答案

如果你在写非托管code实际上是好,那么你可能可以写一个更快的图形引擎上的DirectX之上。然而,对于业余爱好者,XNA具有性能的大量的,无论是2D和3D游戏的开发。

If you're actually good at writing unmanaged code, then you'll probably be able to write a faster graphics engine on top of DirectX. However, for the hobbyist, XNA has plenty of performance, both for 2D and 3D game development.

在Xbox 360 - 内置的赛车游戏甚至在全高清运行良好。几个在Xbox Live Arcade游戏已经由XNA社区开发。

Here is a good Channel 9 video where they run an XNA-built racing game on Xbox 360. It runs well even at full HD. Several of the XBox Live Arcade games have been developed by the XNA community.

至于C#的DirectX,我记得,托管DirectX因为它被称为是不再正式支持XNA以来基本上替换它。我可能是错的,它以来我看着它很长一段时间。

As far as C# DirectX, as I recall, Managed DirectX as it was called, is no longer officially supported since XNA basically replaces it. I could be wrong, its been a very long time since I looked at it.

的性能差异是XNA之间忽略不计,因为托管DirectX,在本质上它们是同样的事情; XNA只是有一些便利位,以减少样板code的你需要写的金额。

The performance differences are negligible between XNA and Managed DirectX since, in essence they're the same thing; XNA just has a few convenience bits to reduce the amount of boilerplate code you need to write.

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09-04 22:59