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NewsDirectX/XNA Phase Out ContinuesstaffTerrence Dorsey31 Jan '13 - 11:14 
I don’t feel that the way DirectX has been handled in recent years has been a positive thing. A number of technical decisions were made that were unfortunate, and then a number of business and marketing type decisions were made that compounded the problem. Many of the technologies (DirectInput, DirectSound, DirectShow) have splayed into a mess of intersecting fragments intended to replace them. The amount of developer support for Direct3D from Microsoft has been unsatisfactory, and anecdotal reports of internal team status have not been promising. Somebody told me a year or two back that the HLSL compiler team was one person. That’s not something you want to hear, true or not. Worst of all, though, was the communication. That’s the part that bugs me.
You’ll understand if I am not in a hurry to start coding for your newest framework.
GeneralRe: DirectX/XNA Phase Out ContinuesmemberClifford Nelson31 Jan '13 - 12:09 
This is very unfortunate. What happens when decisions are not made with strategic thinking. Sort of like the mess the US Economy is in.
GeneralRe: DirectX/XNA Phase Out ContinuesmemberLloyd Atkinson31 Jan '13 - 13:06 
Wait, so what is the proposed replacement for DirectX? I highly doubt Microsoft are considering OpenGL.
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GeneralRe: DirectX/XNA Phase Out Continuesmemberwout de zeeuw1 Feb '13 - 0:11 
OpenGL rules, it has a software renderer fallback, something that DirectX never offered.
Wout

GeneralRe: DirectX/XNA Phase Out ContinuesmemberSuper Lloyd4 Feb '13 - 19:38 
DirectX remains!!!
But instead of XNA (shameless plug, although I should be, it's no where near ready...) you can use my WinRT binding for DirectX! Poke tongue | ;-P
http://directwinrt.codeplex.com/[^]
 
Just did some D2D work lately, this API is almost usable now!
My programming get away... The Blog...
Taking over the world since 1371!

GeneralRe: DirectX/XNA Phase Out ContinuesmemberWong Shao Voon4 Feb '13 - 22:44 
I am writing a multi-discipline article for quite some time. I was using OpenGL at first, later changed to XNA so that I did not have to write my own 3D model importer; On hindsight, I should have sticked with OpenGL, One good side-effect OpenGL has to offer, is that I can easily port my code to WebGL (if browser support) where my users can watch the preview before they click OK to make video on the server.

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