Microsoft Phases Out XNA and DirectX?
mikejuk writes "It is reported that Microsoft has sent an email to DirectX/XNA MVPs which informs them that they are no longer needed because XNA and DirectX are no longer evolving. What does this mean? If you don't need MVPs then presumably you anticipate nothing to support in the future."
All the growing platforms use OpenGL. Even Windows can use OpenGL (although it is not tyhe favored child). If you have an eye on the future, it makes far sense to develop with OpenGL. That way you can develop shaders that will work on: Android, iOS, Mac, Linux, Windows, Unix, embedded devices (eg. commercial avionics), the PS3. What you miss out on is XBox 360 and Windows Phone. Compare the combined size of the coverage of OpenGL platforms to the Direct3D-only platforms. There is simply no contest anymore in terms of units shipping and growth rate.
OpenGL is the future of hardware accelerated graphics. The nice thing is that no matter what changes in the hardware/platform space you investment in OpenGL is never lost, it comes across as you migrate.
Microsoft is not getting rid of DirectX.
As anyone who deals in this knows XNA is a dead end and DirectX most certainly is not. They are retiring the XNA part of the XNA/DirectX MVP.
Link
From the article all that's dying is likely the name. The same technologies will still exist and be limited to Xbox and Windows only. No OpenGL.
That would be OpenGL+OpenAL, a few games do use it on Windows.
"When information is power, privacy is freedom" - Jah-Wren Ryel
The performance hit is small enough for Chrome, Qt and other projects to use ANGLE to translate Direct3D to OpenGL:
https://code.google.com/p/angleproject/