Actually it was released last week, when it still was actually June, so I’m a little late to this party. Mike did the official release thread on GDNet this time around in which he calls out the major changes, including .NET 4.0 support, cleaner access to the shader compiler interfaces, and a much more robust …
This will likely be my last post on the subject of the major changes coming in SlimDX 2 for a little while. My last few posts have focused on issues we’re fairly certain will be relevant to the new API (as will this post) — but we don’t have everything planned out yet. We have …
Shawn Hargreaves has been writing about the upcoming changes in XNA 4.0 (interesting stuff). The topic is obviously one that resonates with me given my own recent posts. I particularly enjoyed this post. Back in 2007, when SlimDX was a young API, we had the luxury of having very few serious users. When we realized …
SlimDX 1 is contained in a single, monolithic C++/CLI assembly. SlimDX 2 is structured differently: it is split up into both public and private DLLs. The public DLL, which will be directly referenced by client code, is written in C# and contains the definitions for all the interfaces, enumerations, et cetera. The private DLL, written …