That day was easy; You created your own 3D material, then DirectX appeared, and then OpenGL appeared. For .Net, the MDX developers were pleased. Then XNA took over MDX, but this is not the same. XNA seems to be very game oriented with the entire content pipeline and preloading fixed models, etc.
So where are we standing now? A couple of days after a second search / trial error, I feel that wherever I look, I find half of the developed libraries, overhead libraries, serious limitations, or libraries that are too complex.
I want to make “free” 3D materials. For example, displaying 200k dots on the screen in 3D and move them at a speed of 30 frames per second (Kinect depth image). I want to create 3D screensavers, plugins for sound analysis, etc. All of them are not prefabricated for the content pipeline and require high performance. And (ehm) I want to do this from .Net.
Does anyone have experience working with libraries that are easy / understandable and still give some freedom and speed?
c # 3d
Tedd Hansen Feb 03 2018-11-11T00: 00Z
source share