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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 to the official Website of the SharpDX project.

SharpDX is a free and active open-source project that is delivering a full-featured Managed DirectX API that includes support for Direct3D9 & Ex, Direct3D10, Direct3D10.1, Direct3D11, Direct3D11.1 (Win8 only), DirectCompute, Direct2D1, Direct2D1.1 (Win8 only), DirectWrite, WIC, D3DCompiler, DXGI, DXGI 1.1, DXGI 1.2 (Win8 only), DirectSound 8, XAudio2, XAPO, XACT3, X3DAudio, DirectInput 8, XInput and RawInput.

SharpDX supports all Windows OS and .NET Framework, including development for the latest Windows 8 Metro and Windows Phone 8!

You can download binaries or build your own binaries directly from the sourcecode available from a git repository.

SharpDX is now coming with a documentation repository - under construction and a detailled Class Library Reference with a helpful cross referencing managed to unmanaged API.

A community section is opened for contributions, samples and tutorials, as well as a dedicated forum to discuss about SharpDX.

SharpDX is being used by several companies, indies developers to make games, advanced rendering or multimedia applications.

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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 15 2013 00:23:25)

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

Who is Online?

  • Wilhelm
  • Bayu
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Forum Latest

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....
Bayu's Avatar
By- Bayu
Today 06:16
D3D11 SwapChain.Present for Support DXGI_Present_Parameters like D3D11.1 ? Hi all, Anyone know how to set the source rectangle in swapchain.Present for Direct3D 11. In Direct3D 11.1, there is additional arguments to swapchain.present like PresentParameters to set source rectangle. Direct3D 11.1 swap chain present method...
holyfuzz's Avatar
By- holyfuzz
Today 04:38
How to iterate through shader constants? (Problem porting from SlimDX.) Hello, I'm trying to port my SlimDX (D3D9) application to SharpDX, but I've hit a snag that I can't seem to figure out! In my SlimDX code I can easily iterate through all of the constants in a ConstantTable by doing this: Code...
gigagames's Avatar
By- gigagames
Yesterday 21:54
C# SharpDX -> (Game) Engine? Hello, there are free game/graphic engines for C# that are working wiht SharpDX ?
Telanor's Avatar
By- Telanor
Yesterday 21:13
[RawInput] Updated to 2.5, stopped working No luck with that either. As a test I tried registering the keyboard as well, that event also doesn't fire.
Lain's Avatar
By- Lain
Yesterday 13:45
Implement Filtered Shader Stages in Toolkit? I'm wondering if implementing some sort of more 'clever' type of Shader Stages would be a nice addition to Toolkit. The idea is simple - beside current shader stages like 'PixelShaderStage' implement 'FilteredPixelShaderStage', that would store references...
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.
Lain's Avatar
By- Lain
Yesterday 00:53
[Toolkit][DX11] Using materials and effects I started to write some sort of material/effect system for my game, then realized that Toolkit provides some sort of Effect/material framework with properties. So I'm wondering how i could use that. What im trying to do is creating a system, where i can...
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