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XNA demo coding

Started by kypho, August 30, 2011

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kypho

Hello all.

I have now studied coding quite a bit and things start to look more clear (finally!). I have some experience from c# and directx (sounds, inputs, 2d and 3d, timers
and stuff) but what I really looking forward is the XNA stuff.

I feel really confortable with c# and I was thinking that XNA could be a nice option to start finally practising some real demo stuff. What are they main things to consider when working on a XNA demo? Is there anywhere some examples of basic effects etc. done with XNA? I would probably like to start from something small, not climbing down the tree. All information on the subject wanted.

peace,
Kypho

Raizor

You probably don't need to venture into XNA land in order to produce a demo in C#.

If you want to go the DirectX route, it's worth checking out SharpDX : http://code.google.com/p/sharpdx.  It looks very good and is written by a demo coder (http://code4k.blogspot.com)

If you fancy using OpenGL in C#, then I'd suggest using OpenTK : http://www.opentk.com. I've used this myself and found it easy to use and well documented.

I'm not aware of any XNA demo coding resources. There are loads of sites dedicated to XNA game development and a lot of the techniques discussed would certainly be applicable to demos.

Good luck :)
raizor

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Aeko

Hi,

I've programming using C# during last year and thinking about the same idea. Tried SlimDX ..

Anyway, I've found a problem, similar problem you can find when using XNA: or not all PC have XNA installed or, in case of using any other type of wrapper, the packet can be very large for doing nothing. Your .exe is 48K attached to a library (or assembly or whatever) of 2 Mb. It have no sense for me.

The question .. would it be possible to do the same with a little exe throught WPF ? It promises access to hardware acceleration (DX) and more. But not tried yet.

LittleWhite

Some demos were realeased with XNA (Compatibility with the XBox (quicker to search in pouet.net).

So I think you can try if you really like XNA.


The demoscene will never die, never!

Raizor

Quote from: Aeko on September 07, 2011

I've programming using C# during last year and thinking about the same idea. Tried SlimDX ..


I've not used SlimDX myself, wasn't it any use?

I'm not sure what advantages using WPF vs plain C# would give you. If it supports DX as part of the runtime, then your exe files would probably be smaller (as you'd not need to carry SlimDX or whatever).  Personally, I don't think size would put me off watching a C# demo unless it was about 50meg or so :)

raizor

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Aeko

Recently, using SlimDX, the last demo of Still:

http://www.pouet.net/prod.php?which=57514

Aeko

Recently I've had enought time to loose studing my initial idea on using WPF and C# to code demos, giving away the heavy libraries as SlimDX or so. All s.o. included.

I think it's worth to read this site: http://www.codegod.biz/WebAppCodeGod/WPF-tutorial-3D-Animations-and-Textures-AID439.aspx . You can also download the code.

If you want somethink like kkrunchy, you can try http://www.pelock.com/products/netshrink for .net exe files.

I think 64K C# intros by this way are possible.

hellfire

Quote from: Aeko on November 20, 2011If you want somethink like kkrunchy, you can try http://www.pelock.com/products/netshrink for .net exe files.
I don't even know what exactly is inside a C# .exe but I doubt it's competitive to kkrunchied x86-code on 64k-boundaries.
Lately I was making a few fixes to this and was quite surprised to find out that kkrunchy made it about 20kb smaller than upx did back in the days...
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kypho

juh. have been programming C# for a while now. I guess the mentioned sharpDX is currently been talked a lot, as the directx11 is going to be awesome. thanks for all your replies btw, have been such a corpse and did not even remember to thank you guys :/ apologizes.