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8

For newcomers to this question, it looks like Microsoft has put up XNA installers for Visual Studio 2010/2012/2013. I haven't personally tested to make sure these work, but they might be worth a look: https://msxna.codeplex.com/releases/ EDIT: After running all included installers for the Visual Studio 2013 release (running VS 2013 Ultimate on my ...


5

For a simple 2D engine with sprites, a single-threaded approach is perfectly good. But since you want to learn how to do multithreading, you should learn to do it correctly. Do not Use 2 threads that run more or less lock-step, implementing a single-threaded behavior with several threads. This has the same level of parallelism (zero) but adds overhead ...


3

I am not sure what you want to achieve by limiting the FPS of the Update and Render both to 60. If you limit them to the same value, you could have just put them in the same thread. The goal when separating Update and Render in different threads is to have both "almost" independent of one another, so that the GPU can render 500 FPS and the Update logic ...


2

Play some game with your system. Check FPS you are getting. Analyze what is on the screen of the game and compare to yours. If your one cube is rendering slower than game screen, you are obviously doing something wrong. I would expect one cube with all the normal stuff applied running atleast 500-1000fps on my computer. I can run games like Battlefield 4 ...


1

To the original question: DXUT has historically been the sample framework for the DirectX SDK. Officially the DirectX SDK is now deprecated, and along with it the D3DX utility library that DXUT used to use. Also, DXUT only works for Win32 desktop applications, and is not supported for Windows Store apps, Windows phone 8, Xbox One, etc. The CodePlex version ...



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