I've been doing research on good tools to create games with, and I came across Monogame, Sharpx, and XNA. I have some questions regarding each:
When I create a new windows project (which advertises that it uses DirectX 12), the code template looks like this:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
I understand Monogame is a re-implementation of XNA, but where is the "re" part? This code shows Monogame using Microsoft's XNA, and doesn't even hint at the usage of DirectX 12.
I feel I'm confused at something and want clarity. Keep in mind that I'm a total noob at this stuff, anything helps!
MonoGame is indeed a reimplementation of XNA. It uses Microsoft.Xna.Framework.*
namespaces to preserve source code compatibility with XNA projects. MonoGame does not currently support DirectX 12 - the desktop version has DirectX 11 and OpenGL backends.
It provides simple, cross-platform classes for common game tasks (loading content, rendering, sound playback, etc.) and a pipeline for building runtime-optimized content files. MonoGame is really powerful for most projects and great for quick development, though not a fully featured game engine like Unity. Since it is modelled after XNA (discontinued a few years ago), most XNA samples/tutorials work just fine.
SharpDX is a low-level wrapper of DirectX types. You should go with it only if you want to get your hands dirty with low-level plumbing, which doesn't appear to be the case.
The DirectX implementation of MonoGame (used for classic Windows, UWP, and Windows 8 apps) internally uses SharpDX for communicating with DirectX. When it comes to WinRT, it is just an implementation detail of "modern" Windows app platform.