http://docs.unity3d.com/Documentation/Manual/DirectX11.html
I think that Unreal also supports Directx 11
http://www.unrealengine.com/udk/licensing/
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Posted by ~Helgon
on 18 March 2013 - 04:19 PM
http://docs.unity3d.com/Documentation/Manual/DirectX11.html
I think that Unreal also supports Directx 11
http://www.unrealengine.com/udk/licensing/
Posted by ~Helgon
on 04 February 2013 - 12:19 AM
and I can suggest you
3D Game Programming with DirectX by Frank Luna
Posted by ~Helgon
on 29 January 2013 - 11:09 AM
Hi, approximately a month ago I already posted a question a little bit like this one. Back then I wanted to know what would be the best "Library/ Way of doing it" to render my DirectX Frame into a GUI. I proposed Qt, Windows Forms, wxWidgets. The feedback was pretty different. So I started to learn Qt and it seems to be a very powerful tool, but maybe a little bit to complex to learn it (with all the different Models etc. and how to implement them for everything ...). So I decided to switch back to "native" Windows Forms (As i anyway use DirectX Qt would not have any advantages because I don't need cross-platform compatibility). So I started to look for some samples how to achieve my goal. In the end I got it working with this (http://www.codeproject.com/Articles/42121/DirectX-9-SDK-with-NET-Forms-C) tutorial but I've encountered a huge problem: the interface between C++/CLI and the managed and unmanaged code is so "strange" that I almost can't use anything because it's "unmanged". Is this normal? Am I doing it wrong? Is there another way to how to solve this problem (Render into WindowsForms)? Or does someone maybe has a tutorial therefore or a sample of one of his projects? I would appreciate any help very much. Best regards
Posted by ~Helgon
on 16 January 2013 - 12:28 PM
But do I have the same "power" as in Direct3D? All the shader stages (maybe to tessellate the 2D texture and give it a 2.5D look)?
Posted by ~Helgon
on 16 January 2013 - 09:37 AM
Hi, I have some questions. I'm not sure if I understood it right so I tell you how I understood it and if its wrong you maybe can correct me.
If I want to write a 2D game in DirectX:
- I fix the camera on the Z-Axis and move just on the X,Y
- I draw primitives (a quad for example) and then just map the 2D texture on it
- that's basically how the whole scene is created. Just quads mapped with a texture(?!)
Is this the common way?
I know that there is Spritebatch for DirectX, but because it's just for me and on the purpose to learn something I want to do it all by my own.
Regards
Posted by ~Helgon
on 11 December 2012 - 06:39 PM
public void keyPressed(KeyEvent e){
if(e.getKeyCode() == KeyEvent.VK_UP){
up = true;
}
if(e.getKeyCode() == KeyEvent.VK_DOWN){
down = true;
}
}
if(up){
player.moveUp();
}
if(down){
player.moveDown();
}
Posted by ~Helgon
on 01 December 2012 - 12:30 PM
inVerts[0].PosL = normalize(inVerts[0].PosL); inVerts[1].PosL = normalize(inVerts[1].PosL); inVerts[2].PosL = normalize(inVerts[2].PosL); // compute edge midpoints m[0].PosL = 0.5f * (inVerts[0].PosL + inVerts[1].PosL); m[1].PosL = 0.5f * (inVerts[1].PosL + inVerts[2].PosL); m[2].PosL = 0.5f * (inVerts[2].PosL + inVerts[0].PosL); m[0].PosL = normalize(m[0].PosL); m[1].PosL = normalize(m[1].PosL); m[2].PosL = normalize(m[2].PosL);
Posted by ~Helgon
on 26 November 2012 - 05:21 PM
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