   Lastest DirectX version supports C#
  The Lasest DirectX supports C# is which version? If I want to write a Visual C# application with DirectX, then I must use SlimDX or XNA? Why Microsoft does not let DirectX support Visual C#?   
  Direct3D is an unmanaged API. To enable people to use Direct3D in a managed language, a managed wrapper around the existing (Native Direct3D) API  needs to be developed.Promit Roy and the team from SlimDX have done this. Microsoft has their own solution which is XNA but first and foremost, XNA is an XBOX 360 SDK and will always have to conform to the XBOX 360 hardware architecture.I don't see Microsoft wrapping the latest Direct3D in a managed wrapper as every iteration would/might need some work on the wrapper. (This would just mean double the work, work on the native code, work on the wrapper)Honestly, the guys from SlimDX are doing a great job and everyone interested in dabbling with the latest Direct3D should be using it.I hope this helps!   ;  This is a great mystery to me as well.  You can use SlimDX -- which is a great contribution from the community, but I find it beyond comprehension why MS dropped the ball on one of it's flasgship API's regarding direct support of C#.To be clear though you can still use DirectX, DirectX.Direct3D, etc. namespaces directly from C# - it's just the sample code is gone showing how you do so, indicating that MS didn't think it's important.  These are DirectX9 components and apparantly there is no plan on supporting DirectX10,11, etc. nor is there any plan on MS making any changes or support on these components.  You can get the March 2008 SDK (I think that's the one) it still has the managed samples in it.I am in the process of porting my C++ game engine to C# - mainly just to stay current.  So far Managed DirectX seems to work just like unmanaged.  I don't have a sense for performance yet.  This whole mystery started to unwind for me last week when someone else pointed out the very same thing to me which really made me pause and start to rethink what I was doing.I hear enough good things about SlimDX that I think it must be safe and valuable to use.  I also would like to point out that there is almost as much benefit of them essentially freezing the state of DirectX for C# development as if they were maintaining it.  Managed DirectX namespaces are DirectX9 - the culmination of many years of refinement and evolution.  The bugs in it are few and far between and you should be able to do just about anything you want in it without fear that they will make a new release that mucks it up or makes it incompatible with previous releases.If you are familiar with DirectShow - they did almost the same thing with that API - it just up and disappeared one day.  Why they do this I do not know.  I think if I went to Harvard Business School they would teach you to do such things but for us simple people who just want to be professional digital artists it just all looks so random.   ;Quote:Original post by starman2049To be clear though you can still use DirectX, DirectX.Direct3D, etc. namespaces directly from C# - it's just the sample code is gone showing how you do so, indicating that MS didn't think it's important.  These are DirectX9 components and apparantly there is no plan on supporting DirectX10,11, etc. nor is there any plan on MS making any changes or support on these components.  You can get the March 2008 SDK (I think that's the one) it still has the managed samples in it.MDX hasn't been included in the SDK in any form since the November 2007 release.  Quote:Original post by starman2049I am in the process of porting my C++ game engine to C# - mainly just to stay current.  So far Managed DirectX seems to work just like unmanaged.  I don't have a sense for performance yet.  This whole mystery started to unwind for me last week when someone else pointed out the very same thing to me which really made me pause and start to rethink what I was doing.I hear enough good things about SlimDX that I think it must be safe and valuable to use.  I also would like to point out that there is almost as much benefit of them essentially freezing the state of DirectX for C# development as if they were maintaining it.  Managed DirectX namespaces are DirectX9 - the culmination of many years of refinement and evolution.  The bugs in it are few and far between and you should be able to do just about anything you want in it without fear that they will make a new release that mucks it up or makes it incompatible with previous releases.Call me a naive optimist, but I like to think that most new releases solve more problems than they cause.  The fact that MDX is a dead closed-source project means that any bugs that exist will be there forever.Please don't suggest that people use MDX when there are better, actively-updated solutions available.Quote:Original post by starman2049If you are familiar with DirectShow - they did almost the same thing with that API - it just up and disappeared one day.  Why they do this I do not know.  I think if I went to Harvard Business School they would teach you to do such things but for us simple people who just want to be professional digital artists it just all looks so random.DirectShow was moved out of the DirectX SDK starting in the April 2005 release, and is now included in the Windows SDK.  The first page of the DirectX SDK documentation has stated this for the past 4 years.