XNA 和 Windows Phone 的 XNA 之间有什么关系?
XNA 和 Windows Phone 的 XNA 之间有什么关系?
后者是前者的真正子集吗(如 .NET 客户端配置文件)?
主要是一个子集(例如 Silverlight 与 Silverlight for Windows Phone)?
或者它只是一个类似于 WPF 与 Silverlight 的 API?
What is the relationship between XNA and XNA for Windows Phone?
Is that latter a true subset of the former like the .NET Client Profile?
Mostly a subset (like Silverlight vs Silverlight for Windows Phone)?
Or is it simply a similar API like WPF vs Silverlight?
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它们在 XNA API 方面是相同的,并且都使用相同的下载进行开发,通常是 XNA + C# + Visual Studio。
但每个平台支持的内容存在差异。一般来说,对于 XNA,我总是首先查阅 Shawn Hargreaves 博客,本文最相关:http://blogs.msdn.com/b/shawnhar/archive/2010/03/10/xna-game-studio-on-windows-phone.aspx
与 Xbox 的最大区别360/Windows 是显示分辨率、可用的输入法,而且 Windows Phone 7 不支持可编程着色器(因此您无法为 WP7 编写自己的天鹅绒/菲涅尔着色器,但 Windows 和 360 可以)。
性能也各不相同:在 Windows 上,XNA 无需太多努力即可表现良好,因为它在完整的 .NET Framework 上运行。在 360 和 WP7 上,它在 .NET Compact Framework 上运行,因此当您获得完整的 XNA API 时,您只能访问完整 .NET Framework 的一个子集(尽管在典型的游戏中您不会错过太多内容) )加上它的垃圾收集令人震惊,所以根据您的游戏,您可能真的需要观察内存分配。
They're identical in terms of the XNA API, and both are developed using the same download, typically XNA + C# + Visual Studio.
There are differences in what each platform supports though. For XNA in general I'd always consult Shawn Hargreaves blog first, and this article is most relevant: http://blogs.msdn.com/b/shawnhar/archive/2010/03/10/xna-game-studio-on-windows-phone.aspx
The biggest differences vs Xbox 360/Windows are display resolution, input methods available, and the fact that Windows Phone 7 doesn't support programmable shaders (so you can't write your own velvet/Fresnel shader for WP7, but you can for Windows and the 360).
Performance also varies: on Windows XNA performs well without much effort as it runs on the full .NET Framework. On the 360 and WP7, it runs on the .NET Compact Framework, so whilst you get the full XNA API you only have access to a subset of the full .NET Framework (though in a typical game you won't miss much of it) plus its garbage collection is shocking so depending on your game you may really have to watch memory allocation.
根据以下 MSDN 页面,它是完整 XNA 的子集:
http://msdn .microsoft.com/en-us/library/gg490768.aspx
如果您正在考虑为 Windows 8 编写 XNA 游戏,您可能需要暂缓,因为目前还不清楚是否可以XNA 仍然是 Microsoft 的长期战略(至少,如果他们在最近的 BUILD 会议上的评论值得参考的话):
http://www.rabidlion.com/2011/09/opinion-why-xna-isnt-dead-yet.html
According to the following MSDN page, it's a subset of full XNA:
http://msdn.microsoft.com/en-us/library/gg490768.aspx
If you're considering writing XNA games for Windows 8, you may want to hold fire, as it's none too clear if XNA is still a long-term strategy for Microsoft (at least, if their comments at the recent BUILD conference are anything to go by):
http://www.rabidlion.com/2011/09/opinion-why-xna-isnt-dead-yet.html