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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T01:55:11+00:00 2026-05-16T01:55:11+00:00

In C# WinForms whenever making a small game here or there, I would write

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In C# WinForms whenever making a small game here or there, I would write up a quick class that was a subclass to System.Windows.Forms.Panel and in the constructor, setting DoubleBuffered to true. Then you could override the OnPaint method to display game elements. I’ve done this for 2 or 3 years now, but I’m really trying to embrace WPF and XAML, I really like it for regular application layouts. What equivalent is there to doing this in WPF?

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  1. Editorial Team
    Editorial Team
    2026-05-16T01:55:12+00:00Added an answer on May 16, 2026 at 1:55 am

    Not the answer you seek, but: you shouldn’t use WPF for games. Stick with Forms (which won’t be dumped by MS, since WPF isn’t superseding Forms) or try XNA if you want to go to the next level.


    UPDATE: I answered the question very quickly yesterday, because I was in a hurry and because I also looked into WPF in order to do games, so I didn’t wanted to left the OP without the proper answer.

    Here is the deal:

    WPF goal is to simplify rich UI development. First, MS understood that Forms way of coding mix behavior with presentation. This is bad, both for application design as for maintainability. Besides, in Forms, everything has to be coded; The library itself does very little for the user. For example, if you want a button that has a different look, you have to override its Draw method and then, somehow, draw whatever graphic that represents it.

    With WPF, behavior is separated from the presentation. For example, what is a button? In windows, we know it to be a box with rounded corners, but look around… your mouse scroll is also a button, even though it looks nothing like the Windows default button. Being a button means having a specific behavior (clicking, mostly), not looking like a box. With WPF, this is very simple. You define a button and then use, say, an image or a text, to present it to the user.

    All this comes at a cost, of course; for example, WPF is slower than Forms. Games need to be quick and try not to waste resources. In games, every behavior tends to be coded (not the UI, of course), every presentation is customized (a 2D graphic or a 3D object), so you will have to do a lot of coding anyway. So you are using an expensive technology but throwing away most of its benefits.

    But I’m no specialist. You can check this blog, where an ex-Microsoft employee tried, for almost two years, to use WPF for games. And he concludes:

    You’ve probably noticed that the blog
    hasn’t been updated in a while. WPF
    performance just doesn’t seem to be
    there for serious games, and I’ve
    thrown in the towel and will work on
    games using XNA. I just don’t think
    it’s worth fighting the WPF
    framework…

    From there I’ve drawn most of my conclusions.

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