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Member Since 10 Apr 2013
Offline Last Active Oct 26 2013 10:39 AM

#5055690 Hi there!

Posted by siri on 22 April 2013 - 03:21 AM

Have you considered SlimDX and C#, lightbulb ?


Like you I find graphics programming far more interesting, at least right now, than game development. I moved from a middleware engine, which I used with Delphi and C++, to D3D/C++ a while ago and got far enough in to it to know that my limited skills in C++ were hindering my progress. So I recently moved to C# and SlimDX and have become more productive. It's still D3D so the tutorials, samples and books are still relevant. But it removes the unwieldy C++ complexity. Doing so might help you ease things a bit and gain a better grasp -- at which point you could always switch back to C++ if one of your goals is to do so.

#5055424 Hi there!

Posted by siri on 21 April 2013 - 01:27 AM

I don't know if these are "easier" but I've been spending my time using both rastertek and this site: http://www.braynzarsoft.net/index.php?p=DX11Lessons

#5054797 Smoke Environment

Posted by siri on 18 April 2013 - 10:09 PM

I don't think you can just grab depth in D3D9. I could be wrong but I think that's a feature that came in with D3D10. You will need to use a shader to render the depth to a floating point render target and then pass that to the particle shader.




Hodgmans answer is better.

#5054695 Smoke Environment

Posted by siri on 18 April 2013 - 02:30 PM

@ATEFred: So that means I only need to apply shader to my current particles?


You need to grab the depth of the scene, without the particles, then in a particle shader you compare the scene depth to the depth of the particles and modify the particle alpha accordingly.




If you're googling it's sometimes called "z-feathering".

#5054684 Shaders - HLSL - SampleLevel()

Posted by siri on 18 April 2013 - 01:59 PM

It's been a while since I used HLSL properly( so far back that SM2 was the thing ) so I may be completely off here. But you're asking it for a float3, no ? Does it fail if you switch it to float4 on the return ?


Also, according to MSDN it should return in the format of the texture -- specified by DXGI_FORMAT. What format is the texture in ? ( http://msdn.microsoft.com/en-gb/library/windows/desktop/bb509699(v=vs.85).aspx )


( I'm probably way off and completely wrong. But thought I'd post on the off-chance it's helpful. )

#5054171 Coding Style: Curly Braces

Posted by siri on 17 April 2013 - 07:01 AM

// Used to check if x is equal to 0
if (x == 0)
     x  =  5;        // give x the value of 5
else                 // if x is not equal to 0 then do this
     x = 4;         // give x the value of 4


Did he mark you down for not commenting the curly braces themselves ?


Pretty much every comment there is unnecessary in my opinion. There is such a thing as commenting too much and hindering readability.


As for me I tend to use braces in this manner:



void func() {


I'm not sure why it's just habit. I've recently started using C# and found the auto-formatting in VS very annoying. Took me a while to work out how to disable it.




Just occurred to me that the block Andy posted was likely just an example.

#5053823 Starting a FPS game ideas on where to begin?

Posted by siri on 16 April 2013 - 07:24 AM

 without modelling and art skills I don't think I will be able to create mods hmm ... 



Without those skills you won't be able to make one from scratch or through a middleware engine either.




I think with mods you can use the existing artwork and models. Just create your own level/environment designs and game logic. I'm not sure of the licencing involved with mods.

#5052929 Adding Elements ?

Posted by siri on 13 April 2013 - 03:25 PM

Got it, solution: Open the solution properties, hit debug and ensure "Enable Native Code Debugging" is checked.