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The power of DirectX for .NET SharpDX is an open-source project delivering the full DirectX API under the .Net platform, allowing the development of high performance game, 2D and 3D graphics rendering as well as realtime sound application.

SharpDX is built with a custom tool called SharpGen able to generate automatically a .NET API directly from the DirectX SDK headers, thus allowing a tight mapping with the native API while taking advantages of the great strength of the .Net ecosystem.

SharpDX is fully supporting all Windows platforms including latest Windows 8 Metro and Windows Phone 8. Easily develop multimedia applications for desktop, WinRT and Windows Phone with the same API!

SharpDX needs your vote for DllImport on WP8!

As you know, SharpDX is targeting Windows Phone 8 platform since its early launch in October 2012. The port of SharpDX to WP8 was not easy mainly because it is currently not possible to "DllImport" a function natively from C# on WP8. This single restriction has lots of side effects:

  • SharpDX cannot provide a true "Portable Class Library" that would allow us to use the same SharpDX assemblies from .NET Desktop, .NET on WinRT and .NET on WP8, providing a much better experience when developing cross-platform DirectX application in .NET.
  • Because current SharpDX assemblies for WP8 are compiled for x86 and ARM there is no "AnyCpu" support for SharpDX on WP8 Platform. This also means that all dependent project on SharpDX on WP8 are forced to be compiled and linked for x86 and ARM, which makes the build and debug experience extremelly laborious to handle (for example, switch between x86 and ARM when switching between real device phone and emulator... etc.)

In order to help SharpDX - and all projects using it - even if you are not interested in Windows Phone 8 development, It would be extremely helpful if you could vote for this issue to be resolved at connect feedback: Add DllImport support for .NET in Windows Phone 8

Thanks for your support!
xoofx

SharpDX needs your vote for SIMD for .NET

Access to SIMD instructions is an important feature that is currently missing in .NET, and critical to develop fast and responsive games or multimedia applications. SharpDX is coming with its own set of primitive types (Vector2/3/4...etc.) but is not able to take advantages of special CPU instructions to vectorized  and speedup significantly calculations.

The lack of SIMD is forcing every projects to develop its own set of vector types (and calculations), making interop between them quite laborious and inefficient. The rise of mobile platforms is giving more reasons to have such a functionality backed in .NET.

If you love C#/.NET and all the cool stuffs around DirectX, please, please, vote for this to be resolved at connect feedback: Add Builtin SIMD support for .NET and talk about this issue around you!

Thanks for your support!

xoofx

Welcome aboard to the SharpDX Forum. Its not only a Forum, its a Community for People who are interested in SharpDX.logo large

Feel free to discuss about SharpDX, api usage, documentation, tools and internals. Feedback from your projects using SharpDX are also highly appreciated.

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Download SharpDX

Stable version 2.4.2

Download Binaries PackageBinaries Package 2.4.2

Download Full PackageFull Package 2.4.2

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Latest Dev PackageLatest Dev Package (2.5.0)

(Last Changes: May 20 2013 14:00:53)

Note: if you are using the Toolkit, use latest dev Package

Who is Online?

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Forum Latest

holyfuzz's Avatar
By- holyfuzz
Today 17:23
Crash when creating VertexDeclaration (D3D9) Ah, okay, thanks! It's been so long since I've done non-managed DirectX work that sometimes I forget what SlimDX does automatically. :-) The above is a simplified example (my actual VertexElements are generated from reflection), and I screwed up the...
holyfuzz's Avatar
By- holyfuzz
Today 15:26
How to iterate through shader constants? (Problem porting from SlimDX.) Aha! That works perfectly, thank you! Unfortunately, now I'm having a problem with vertex declarations, but I'll start a new topic for that.
xoofx's Avatar
By- xoofx
Today 11:46
C# SharpDX -> (Game) Engine? It depends what you intend by "engine": MonoGame, or SharpDX.Toolkit provide a basic infrastructure for making games. You could also have a look at WaveEngine
xoofx's Avatar
By- xoofx
Today 11:43
[RawInput] Updated to 2.5, stopped working I have removed a small changes that could make this bug. It will be available soon in a next dev build
xoofx's Avatar
By- xoofx
Today 11:42
Implement Filtered Shader Stages in Toolkit? If you could try to implement it and check how much benefits we could get, that would be nice. There are probably some side effects: for example the toolkit is trying to batch resources with continous slots. so if you have slots already bound and you change...
Bayu's Avatar
By- Bayu
Today 06:29
Problem rendering with multiple constant buffer Sorry, for very late reply. I actually had long solve the problem. :-D To resolve the problem, i combine all global parameters to the one constant buffer. And in the C# code every paramameter value to convert to one bytes array using BlockCopy function....
Wilhelm's Avatar
By- Wilhelm
Yesterday 10:57
[D3D11] EffectDescription missing TechniqueCount (always zero) That fixed it! Thanks for the quick response! Dx11 beginner mistake ;)
dfkeenan's Avatar
By- dfkeenan
Yesterday 02:00
New GeometricPrimitive in the Toolkit Hmmmm, true. Probably worth making the cone separate. I did have code to cater for zero radius so it does not generate end caps. But I didn't really cater for it correctly on the sides. I will have another look at it.
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