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    copied!<p>Take one step at a time. When you're starting out you don't <em>need</em> your code to work on every platform. It doesn't matter whether it uses OpenGL or DirectX, because you're going to have your hands full creating a game to run on <em>one</em> platform with <em>one</em> graphics API.</p> <p>Second, don't worry too much about "engines". You don't <em>need</em> an engine to make a game, and often, it'll be more trouble than it's worth. The whole obsession with "engines" is fundamentally a bad idea. If you try to get one single software component to support every bit of functionality you need for a game, then it's not going to be worth using for <em>any</em> of them..</p> <p>All you need is:</p> <ul> <li>a programming language you're comfortable with. It sounds like this is C#, so stick with that.</li> <li>Some way to put graphics on the screen. The .NET library can do that to some extent, but some higher level library will probably make it easier. You could use XNA or SlimDX or another Direct3D wrapper. Or you can give <a href="http://cs-sdl.sourceforge.net" rel="noreferrer">SDL.NET</a> a shot. Or you can write your own. The capabilities you're going to need are pretty basic and <em>every</em> graphics library, 2d or 3d, will let you do it.</li> </ul> <p>You especially don't need anything which is "good for 2D games". XNA is able to put graphics on the screen, so it does what you need. If you also understand the code required to use it, then XNA is good enough. Don't bother trying to find the "best", or something that has "awesome for 2D games" as a selling point.</p>
 

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