Wow, that's a bunch of good points :-)
I want to write some comments:
I think the code is readable but currently does not have many documentation. I will mark this as a low priority point. The C++ side of things is totally out of our scope because it depends heavily on SharpDX (Windows), OpenTK (MacOs, Linux, Windows, Android,
iOS), MonoDroid (Android) and MonoTouch (iOS). As you are mostly interested in Metro-Style apps SharpDX is the important thing (this is our main focus, too). The code is generated automatically by parsing the Header files of the DirectX-SDK. The author of
SharpDX, Alexandre Mutel is very helpful with this.
As for the source code compatibility: This is our main focus. We want 100% compatibility and it will be possible (it already is) to convert projects by exchanging the namespaces of the using-statements and replacing the Effect-Content-Processor by our
own one. If you want to use OpenGL you have to write GLSL shaders. For DirectX 10, 11 and 11.1 there are some minor changes necessary in the HLSL code.
The XNA "surface" stuff is very interesting for editor applications and such things. I want to provide a mechanism and a native ANX way of rendering to WinForms (as this is compatible with Linux and MacOs by using Mono) and to XAML surfaces. I'm not really
sure what's the best way to provide such features as this does not have the highest priority.
As for the "Traditional XInput API": Most of the XNA input handling is already working: Keyboard, GamePad and Mouse is working but the capabilities structures are not finished. Touch input is another open point. This one is using XInput as this is our default
As for the bonus points:
Font Stuff: Yes, this is a very interesting topic. I will look sometime soon into this and try to come up with a good solution.
Better synergy with SlimDX team/project: Can you explain this point further? I think we have totally different focuses...
Focus on DirectX 11.1: Yes, this is important as "Metro-Style" is one of the main goals of this project. We start with the DirectX10/11 RenderSystem because XNA 4.0 has often a 1:1 relationship API wise. This is a good way to ensure a consistent behaviour.
It is not much effort necessary to move on to DirectX 11.1 / Metro from there. I will spent much more work in this soon, but I have to purchase a dedicated machine for Windows 8 first, as the virtual machine is much too slow.
@electroflame: Everything what you are able to do with XNA/XACT will be possible in ANX too. Currently we are searching for a coder for the sound stuff, as we are all busy with other things.
Thanks to both of you for your suggestions...