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Beginning .NET Game Programming in C#

Beginning .NET Game Programming in C#

by David Weller, Alexandre Santos Lobao, Ellen Hatton

Publisher Apress
Published Date 2008-01-01
Page Count 440
Categories Computers / Programming / Games, Computers / Software Development & Engineering / General, Computers / Information Technology
Language EN
Average Rating N/A (based on N/A ratings)
Maturity Rating No Mature Content Detected
ISBN 1430207213
Book Cover BACK A FEW YEARS AGO I HAD AN IDEA. What if I could make the power of the DirectX API available to the developers who were going to be using the new set of lan guages and common language runtime that Microsoft was developing? The idea was intriguing, and opening up a larger portion of the world to DirectX was a goal I was only too happy to endorse. Besides, what developer doesn't want to write games? It seems that at least once a week I am answering questions directly regard ing the performance of managed code, and Managed DirectX in particular. One of the more common questions I hear is some paraphrase of "Is it as fast as unmanaged code?" Obviously in a general sense it isn't. Regardless of the quality of the Managed DirectXAPI, the fact remains that it still has to run through the same DirectXAPI that the unmanaged code does. There is naturally going to be a slight overhead for this, but does it have a large negative impact on the majority of applications? Of course it doesn't. No one is suggesting that one of the top-of-the-line polygon pushing games coming out today (say, Half Life 2 or Doom 3) should be written in Managed DirectX, but that doesn't mean that there isn't a whole slew of games that could be. I'll get more to that in just a few moments.
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