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DirectX11 game in 2D or hybrid.


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#1 RoundPotato   Members   -  Reputation: 124

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Posted 05 June 2014 - 06:14 PM

Hi.

 

I can't do much if anything at this point. But if I were to start making a 2D game using Direct3D 11, how would I do that?

 

Would I simply map textures onto primitives and fix the camera(view/projection)?

 

What about a "hybrid model" where it's the same as the above but somehow to take advantage of 3D models(because they are re-usable and no need to draw tons of positions for example a character)?

 

Eagerly waiting for replies.

 

Potato.



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#2 RoundPotato   Members   -  Reputation: 124

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Posted 06 June 2014 - 12:11 PM

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#3 Buckeye   Crossbones+   -  Reputation: 4017

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Posted 06 June 2014 - 12:20 PM

Much depends on the presentation you want - topdown, 3/4 view, etc. However, at the expense of rendering a 3d model in various poses vs creating various images of those poses, you can set the camera looking down at a diagonal, use orthographic projection, tile a groundplane with whatever tile images you like (open field, fences, hedges, etc.) and achieve similar results.

 

However, if you're going to pose the 3d model to present various views, why not make snapshots of the posed model and use those images instead?


Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.


#4 RoundPotato   Members   -  Reputation: 124

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Posted 06 June 2014 - 01:10 PM

Much depends on the presentation you want - topdown, 3/4 view, etc. However, at the expense of rendering a 3d model in various poses vs creating various images of those poses, you can set the camera looking down at a diagonal, use orthographic projection, tile a groundplane with whatever tile images you like (open field, fences, hedges, etc.) and achieve similar results.

 

However, if you're going to pose the 3d model to present various views, why not make snapshots of the posed model and use those images instead?

 

Thank you for your response.

 

Unfortunately, I can't make much sense out of it... I can kind of see how your answer relates to my second question. Supposedly on how you present a 3D model in 2D?

 

Uh, sorry I'm lost in trying to re-read and connect to my basic questions(to confirm if I have any idea about how that is done) what you posted there.

 

 

The question is understandable though, I'd say 3D rendering over 2D snapshoting of a 3D model for flexibility purposes ? I'm guessing, if you update the model you don't have to re-capture, as well as enabling switching between 2D and 3D(so the game could support both r something).



#5 Buckeye   Crossbones+   -  Reputation: 4017

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Posted 06 June 2014 - 01:35 PM


how would I do that?

 

Programming a game (2D, 3D or otherwise) in D3D11 is a bit more than can be (or should be) explained in a topic. Googling for tutorials or game engines which implement 2D using D3D11 would be a good place to start.

 

 

 


Would I simply map textures onto primitives and fix the camera(view/projection)?

 

Pretty much. Most 2D games use a single angle of view and (commonly) an orthographic projection. As mentioned, you'll have to decide if you're coding for a side-scroller, a top-down, a 3/4 view, etc., before you start. Getting some experience with 2D rendering in a scratch project will benefit you a lot.

 

 

 


What about a "hybrid model" where it's the same as the above but somehow to take advantage of 3D models

 

As mentioned, you can use 3d models for your animated characters, but animating/rendering may be simpler and more efficient with images of various character orientations, versus modeling various poses or animations for a 3d model. True, you wouldn't have to re-capture images if you modify your 3d models, but you'll have to decide if your game is for your convenience while you create it or for the end product. wink.png


Edited by Buckeye, 06 June 2014 - 01:39 PM.

Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.


#6 RoundPotato   Members   -  Reputation: 124

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Posted 06 June 2014 - 01:52 PM

Thank you.

 


As mentioned, you can use 3d models for your animated characters, but animating/rendering may be simpler and more efficient with images of various character orientations, versus modeling various poses or animations for a 3d model. True, you wouldn't have to re-capture images if you modify your 3d models, but you'll have to decide if your game is for your convenience while you create it or for the end product.

 

If you ever played or heard of Silver(1999) by Nodscene, I recall reading somewhere(wikipedia?) that the way they went about it is to use 3D on pre-rendered 2D backgrounds. So perhaps this is done with my concept of a "hybrid model"...?...?.






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