Wpf 2d game development
Collectives on Stack Overflow. Learn more. Asked 11 years, 10 months ago. Active 11 years, 6 months ago. Viewed 34k times. Improve this question. Bloodyaugust Bloodyaugust 2, 8 8 gold badges 29 29 silver badges 46 46 bronze badges. As I stated in my question, Google is fine, but I would like to know which tutorials are the best. There are thousands of these tutorials, and I am new to programming, so I would prefer to utilize the experience this site contains. And clarifying the kind of answer I am looking for is far from demanding.
Those questions would be asked, so why not just answer them now? I fully agree with bloodyaugust, I see no problem with asking this here, especially because it then becomes a Google-able page which has a voted overview of the best articles.
In XNA its actually quite easy to to 2D stuff, they have a few built in classes that will help and then there are quite a few projects out there that build on XNA to give an even more comprehensive range of 2D classes. Add a comment. Active Oldest Votes. Books Beginning. Improve this answer. Robert Greiner Robert Greiner You could potentially do some crazy stuff in WPF to achieve some fancy effects tranformations, shaders, etc. But while its great that WPF has this power, it is not meant for real-time graphics.
XNA is built using C and is designed to be easily understood. The starter-project provided with the install gets a game window up and running with a SpriteBatch ready to go. You can get 2D sprites drawing in no time. There is some learning curve with the content pipeline, since it is part of the build procedure. Like most graphics frameworks, it is an immediate renderer, so every frame you have to tell XNA what sprites to draw and where to put them.
Seems like a bit of a loaded question. I would use neither as they are both for windows applications, not particularly good for writing games. Have you looked into the XNA framework? It uses c which you seem to want to use, but is actually meant for writing games.
There are thousands upon thousands of popular and enjoyable games that don't need or benefit from hardware support. Just think, if nothing else, of the classic Windows games Minesweeper, Solitaire, or Freecell. I could easily imagine those games being implemented today with Forms or WPF.
In fact, being the casual games that they are, that might be even the preferred way to go for me. That being said, it's important to pick the right tools for the job. However, is that the smart thing to do when there is XNA?
Definitely not, as specialized game development frameworks ease your work so much when creating games with somewhat higher technical or design demands. Join a vibrant developer community and quickly adopt established and emerging patterns and practices with a large number of third-party and open-source libraries.
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