与 XNA 相比,WPF 有哪些限制? [英] What limitations does WPF have comparing to XNA?

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问题描述

我相信 WPF 在创建按钮、文本块、标签、进度条等情况下更适合游戏......

I believe WPF is better for game in situations like creating buttons, textblock, label, progressbar...

推荐答案

WPF 是一种与 XNA 截然不同的图形技术方法.

WPF is a very different technological approach to graphics from XNA.

首先,它是一个保留模式 API,而不是一个立即模式 API.与 XNA 相比,这将使您更少(几乎没有)控制渲染事物的方式和时间.它也可能会在性能方面具有更高的成本,并且可能会降低响应速度,至少对于大量对象(与正确实施的 XNA 游戏相比).

First off, it's a retained mode API instead of an immediate mode API. This will give you less (almost no) control over how and when things are rendered when compared to XNA. It also potentially will have a higher cost in terms of performance and potentially lower responsiveness, at least with a lot of objects (when compared to a properly implemented XNA game).

话虽如此,WPF 的实现要简单得多,尤其是对于 2D 图形.WPF 3D 可能很简单,但有时使用起来很尴尬.然而,与 XNA 相比,在 WPF 中处理用户界面要容易得多.

That being said, WPF is much simpler to implement, especially for 2D graphics. WPF 3D can be simple, but awkward to use at times. It is much easier to handle the user interface in WPF when compared to XNA, however.

XNA 还具有跨平台的优势(即:Windows 桌面、手机和 XBOX).

XNA also has the benefit of being cross platform (ie: Windows desktops, phone, and XBOX).

这篇关于与 XNA 相比,WPF 有哪些限制?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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