Jump to content
  • Advertisement
  • entries
    9
  • comments
    18
  • views
    16999

The Mechanical Heart: Engine Upgrade

Sign in to follow this  
dsm1891

1382 views

The Mechanical Heart


Development Blog


This week marks the final(ish) turning point for TMH's Engine. If you have read previous additions you ay know the engine was originally written in C++ and used Direct X 9 Graphics library. A little over a month ago, I decided to upgrade the graphics library to Direct X 11. Unfortunately this took way longer than expected (See Appendix A). But at last I have a working version of the engine using Direct X 11.

In other news TMH has got a new logo / artwork for 'The Mechanical Heart':

b0wCFez.png


So Why The Upgrade to Direct X 11?

Firstly, and maybe the most important reason was that graphical programming is one of my weakest areas of programming, so I wanted to expand my knowledge and learn new techniques. Among those techniques, I really wanted to add lighting/shadowing to TMH, I feel this will add great depth and vastly improve the graphical fidelity of the game. Here I have to shout out Migi0027 because, he has been/will be, a big help getting lights to work in the game. He recently released a lighting blog entry which looks really good.

Another reason I wanted to upgrade was the ability to use shaders. I am aware that you can use shaders with Direct X 9, however at the time I was using the Fixed Function Pipeline. And I thought if I had to change the pipeline, I might as well use the latest version of the library.

Finally, maybe one of my biggest motivator, I am now using a Camera instead of drawing straight onto the projection. This may seem trivial but it now allows me to do lots of different effects with ease. I previously moved or drew each image with an offset according to where my 'pseudo' camera was, I.E. moved the world to simulate the camera moving. This was suppose to be a temporary measure, however it stayed in the engine for far too long. One of these effects I want to play around with is screen shake. You can read up on my techniques in my blog post:Good Vibrations .


What's next?
Well, I am glad I have got the engine working with Direct X 11, Some areas need tweaking but that should take a couple weeks at most. Lights will no doubt take a bit longer and lots of fine tweaking.





an8F3iu.png


As you can see, not that I expected there to be, but there is no graphical difference with drawing images. But things start to look good when I add a simple light to the scene.


0FECZR9.png


9ADYage.png


This is only a glimpse of things to come, but it is an exciting time for TMH.

As I previously said, graphics programming isn't my forte, so after lights/shadows are implemented this may be the last time I touch graphics in this project* and as a result of that I am getting excited to go back to mechanics programming.

*unless I decide to port to Open GL, So lets hope there isn't my demand for that wink.pngcool.png


Until next time,
DSM

[size=2]Appendix A
[size=2]I would like to apologise for lack of development blogs, last few weeks have been hectic from job interviews / tests to working 54 hour weeks. I do try to keep this as a weekly blog, but rest asure I have the next few blogs planned smile.png. Also I was blown away by the popularity of my last blog entry thank you all who liked/upvoted and a special thanks to Gamedev.net for featuring it. I definatly know the standards you guys like now, so I will try to keep any technical blogs up to standards from now on smile.png
Sign in to follow this  


2 Comments


Recommended Comments

Why would you go to openGL? Unless you have a reason to port this to many platforms there would be 0 reason.

Share this comment


Link to comment

Why would you go to openGL? Unless you have a reason to port this to many platforms there would be 0 reason.

That is the reason :) . Unless I get some sort of funding, its not happening lol.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!