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Member Since 26 Aug 2012
Offline Last Active Mar 31 2014 11:16 AM

#5044371 DirectX 11 free engine?

Posted by on 18 March 2013 - 04:19 PM



I think that Unreal also supports Directx 11



#5028555 DirectX Game tutorials?

Posted by on 04 February 2013 - 12:19 AM



and I can suggest you


3D Game Programming with DirectX by Frank Luna


#5026814 Render DirectX in Windows Form

Posted by 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

#5022258 Howto: 2D in DirectX Questions

Posted by 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)?

#5022203 Howto: 2D in DirectX Questions

Posted by 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.



#5009615 Java Scroller Game

Posted by on 11 December 2012 - 06:39 PM

Do not use switch then.

public void keyPressed(KeyEvent e){

   if(e.getKeyCode() == KeyEvent.VK_UP){
	 up = true;

   if(e.getKeyCode() == KeyEvent.VK_DOWN){
	 down = true;

and then in the game loop just check



Should work.. that's the way i done it in some sidescrollers in java


#5006065 Subdividing Triangles with the Geometry Shader

Posted by on 01 December 2012 - 12:30 PM

Just if someone else ever has this problem

In the previous solution i normalized the new vertices after computing them.

Right is it to also normalize the vertices you are calculating with

And it seems that it only works correct for spheres (GeoSpheres not included)

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);

Attached Thumbnails

  • y.jpg

#5004348 Databases in your games

Posted by on 26 November 2012 - 05:21 PM

I'm not sure, but even a big mmo like Aion is using xml to save data- can't be that wrong