Hi, I have begun programming with DirectX and C++ for a while now (not a very long while =))
I've read the 6 tutorials that comes with the SDK and understand them quite well, but where do I go from here Most interesting info I find about DirectX programming for newbies is in managed, but, since I already can programme nicely with C++ (console and windows) I think that would be some kind of a step back, dunno why really...
but is there any good sources for me to read and learn Direct X using C++ that would fit my describtion.
would be awesome to move on from rendering differend objects in screen. =)

Good source (s) to learn Direct X (c++)
James C.
Many of the managed samples are very helpful in a general sense. In fact, you will probably find yourself "rewriting" many of the class methods available in managed code as you build your graphics engine library!
For specific "how-to" articles on how to use a particular directX feature, David's websites are a very good place to start. (as well as the documentation at msdn)
Cheers, and happy coding!
Dennis
Mario Esposito - MSFT
I don't really know... Java has been around for 10+ years, and it's still not the standard, nor recommended for tomarrow's games. I like C#/MDX, but isn't C# going to be the same story as Java
dminium
Ah, the age-old question. And, here's the age-old answer:
It depends.
Every few years, some new technology comes along that makes writing software easier, but carries a performance penalty of some sort. Let's look game writing historically:
- Create the game using assembly and a really cude computer (see Spacewar!)
- Be a heretic and write the game using C (Assembly programmers will scoff at you because of all that "runtime overhead")
- Be a heretic and stop writing in C and use all that newfangled C++ stuff (C programmers will scoff at you for using "templates" and "objects")
- Be a heretic and write your game using the CLR (C++ programmers will scoff at you for being too chicken to write your own memory management/garbage collector).
How you choose to write a game is up to you. What approach you take is up to you. Heck, even the choice to use DirectX means you're running through a software layer, instead of writing direct assembly code that works with your graphics card (anybody here remember the pre-DirectX days, when you had to choose which graphics card you had, and hoped it would run correctly ). It's all about tradeoffs.
Many more people are finding that writing CLR-based games is an easier path to delivering a game, because you spend more time developing a game and less time debugging it.
In the end, the path you choose is the one most appropriate for your needs. The best news is that we support both paths...whether you choose native or CLR-based game development, the DirectX SDK is there to help you!
No, Microsot Game Studios hasn't written any games using the CLR yet. Generally speaking, "retail game" developers haven't built games using the CLR, but almost every one of them use the CLR and Managed DirectX to build tools to help them build games. However, this trend is changing. If you're in the mood for explosions and fragging in an RTS-style game, check out "Arena Wars" from exDream, which was written in C#.
Casual game companies are also finding managed code an easier path. Sandlot Games wrote Super Slyder using the CLR and Managed DirectX. My guess is that you will see more and more CLR-based games as time goes on.
juvi
Keep in mind that I am relatively new to DirectX myself. But I think that that mantra is still valid. If you are going to be pushing the hardware, don't use managed code. Keep in mind what managed code means. It uses the .NET framework runtime. That means another layer between the "request-it" part and the "do-it" part.
The C++ api accesses the DirectX calls directly.
That being said, I have been running my code parallel...doing both a managed version and an unmanaged version. Of course, I haven't progressed much beyond 2D sprite-based games, and Castle Wolfenstein-style 3D games. At that level, I haven't seen any noticable performance issues with managed code. (Of course that's like saying my go-cart is performing as good as a formula 1 since I haven't left the go-cart track yet.
Cheers
Dennis
Mark Cann
Good luck!
Ibrahim Shareef
With the newer .NET frameworks, do you feel there are still performance disadvantages with using managed vs. unmanaged code with DirectX Last time I did anything with DirectX in 2000/2001, the mantra was "stay away from managed code", but I was curious if things have changed. Are any of the big game developers using managed code now, or have any of the Microsoft games been developed with C#/VB.NET (if so, which ones)
Thanks,
Josh Lindenmuth
Ryan Thomas
http://www.amazon.com/gp/product/1584503637/104-0929007-8098316 v=glance&n=283155&s=books&v=glance
For games, C++ is still the best way to go, BTW.
Hope this helps some,
Josh