Which would be long overdue. DirectXTK looks neat but so far it's no replacement for the bits of XNA I've used. And with all the uncertainty I'd like to see something very official in big, shiny writing to convince me any new MS game development offering is futureproof enough to bother learning.
No disrespect to Shawn Hargreaves, whose work I've been enjoying since discovering Allegro 15 years ago. I'm interested to see whatever he produces post-XNA and glad of the reminder to check his blog more often.
> My implementation approximates an ideal geosphere by recursively subdividing a starting shape – in this case an octahedron.
I implemented an Octahedral geosphere for a space game in Panda 3D. Otherwise, you'd get artifacts when looking down at the poles of a planet, where all those longitude segments intersected.
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[ 3.1 ms ] story [ 31.8 ms ] threadSpriteBatch, BasicEffect: http://blogs.msdn.com/b/shawnhar/archive/2012/03/02/spriteba...
Sprite Font: http://blogs.msdn.com/b/shawnhar/archive/2012/05/02/directxt...
Source: http://blogs.msdn.com/b/shawnhar/
https://monogame.codeplex.com/
https://anxframework.codeplex.com/
Or did I miss something?
All the official Metro documentation only talks about DirectX with C++.
But my point was that the title used by the original post was misleading.
If you need to use C++, then there are better engines than an XNA API clone.
No disrespect to Shawn Hargreaves, whose work I've been enjoying since discovering Allegro 15 years ago. I'm interested to see whatever he produces post-XNA and glad of the reminder to check his blog more often.
I implemented an Octahedral geosphere for a space game in Panda 3D. Otherwise, you'd get artifacts when looking down at the poles of a planet, where all those longitude segments intersected.