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-   -   Moving beyond VB6 & DX7 (http://www.xtremevbtalk.com/managed-directx/320033-moving-beyond-vb6-dx7.html)

AdrianDeAngelis 01-13-2011 02:33 AM

Moving beyond VB6 & DX7
Hi All

I'm looking for a little advice, I've recently completed making a medium sized 3D game in VB6 using a combination of directX7/8 and with the changes to DX in Vista/Win7 I'm now having trouble porting it to other platforms.

I'm looking to convert the code and engine to VB.net as I don't relish the thought of doing a complete re-code (at least I can do some copy and paste with vb.net) although I am prepared to recode everything from scratch...

I've tried using XNA with C# and to be honest I don't quite get it (c#, not XNA), I use a custom model format which is basically just a list of vertices and textures co-ordinates.

So my questions are:
1) just how dead is DX9, I rather not spend the time learning a new API that will be unsupported soon although it seems very close to DX7/8
2) How user friendly is SlimDX, is XNA a better choice
3) do any of these API's allow the programmer enough low level control to render a triangle list primitive?

Frog 01-13-2011 03:22 AM

I prefer C# over vb.net - if you are proficient in vb6, moving to C# is not that hard. You should make the effort to go with C# just to utilize XNA
XNA uses .fbx and .x model formats which most 3d programs (Blender etc) can output.
Start with simple windows forms in C# and work your way through to XNA

Qua 01-13-2011 04:32 PM

1) DX 9 is very dead. Right now I still believe that the majority of games are built using DX 9, but progress takes time, and over the next few years I think that you will see that most new releases will move to DX10/11.
3. XNA is capable of drawing all the primitives you're used to from DX9 (which in turn properly are the same as those in dx6/7).

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