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    • By Masterbuiler64
      Good Morning, Afternoon, or Evening,
      My name is Dalton Potter and I am a budding game developer looking to learn skills and develop a beautiful project me and my friend came up with a year ago or so and have refined ever since. The idea is a basically a mix of Final Fantasy and Zelda in terms of exploration and battle, but will throw in its own unique features to switch things up a bit. What we have in place so far is the main story and many connecting character back stories, a map of the over world (still not 100% confirmed however), how some of the main characters look (also not 100% confirmed), a few battle and puzzle mechanic ideas, general story progression, locations, a few beta music tracks, and lore. What we lack however is any solid assets or work done on it as neither of us have any expertise in game development, but have both unanimously agreed that this idea is too good to forget and pass up.
      We are currently looking for people to help us work on the project as time goes on and maybe, just maybe, it may grow into a full blown team of people working on a game and eventually sell it on Steam or other client services. Any replies to this topic will be read as soon as possible depending on my schedule. I have also attached a couple photos and sound files of some design concepts we have. I also have a Pastebin made of the entire story and main character back stories, as well as history into how the idea came to be, though I'll let the Pastebin be requested as needed in the future.
      Hopefully this project turns from being just an idea into something amazingly beautiful and playable......it just needs to be created that's all.....
      Thank you in advance,
      Dalton Potter
      P.S. The sound file, "Power and Prestige" is a song that sounds as though it could be used as a trailer theme, and "Curiosity" sounds as though it could be used on a farm at sunrise.
      Source of music was from YouTube, but the groups official site is as follows: http://floatingcloud.net/
       
      EDIT: I am adding in a link to the pastebin so those that view this can get look at the story for the game. Link: https://pastebin.com/U7dKp8PS

      Floating Cloud - Power and Prestige.mp3

      Floating Cloud - Curiosity.mp3

    • By romashka911
      D3DXVECTOR3 m_pos; D3DXVECTOR3 pos; D3DXVECTOR3 lookAt; D3DXVECTOR3 up; D3DXMATRIX m_cameraMatrix; D3DXMATRIX translate, result; D3DXMatrixLookAtRH(&m_cameraMatrix, &pos, &lookAt, &up); D3DXMatrixIdentity(&translate); D3DXMatrixTranslation(&translate, m_pos.x, m_pos.y, m_pos.z); result = m_cameraMatrix * translate; return result; I want to move camera to m_pos position, as i do it with world matrix, but it seems it doesn't work, any ideas?
    • By sidbhati32
      There are two Entities in the game and we controlling one of them. The other entity moves in a particular direction throughout the game and I want to make the AI like the enemy shoots at my player after some duration of time. I am using Directx 10 SDK for this.
      I think I would need to calculate the distance between the two entities and shoot it towards the player.
      I would need to calculate the distance between the two vectors and direction of A towards B.
      How to calculate the direction between the two?
    • By skyemaidstone
      Hi guys,
      I wanted my roads to look a little more bumpy on my terrain so I added in bump mapping based on what i had working for the rest of the models.
      It works and looks nice enough (I'll need to fiddle with the normal map to get the pebble looking just the right amount of sharpness) but anyway.. a problem cropped up that hadn't occurred to me: I don't want it applied to the whole terrain, just the roads.
      The road texture is simply added using a blend map with green for grass, red for rock, blue for road. So the more blue there more the road texture is used.
      I don't wan't the other textures bump mapped.. i mean I guess i could but for now i'd rather not.
      So the code is something like:
      float3 normalFromMap = PSIn.Normal; if (BumpMapping) { // read the normal from the normal map normalFromMap = tex2D(RoadNormalMapSampler, PSIn.TexCoord * 4); //tranform to [-1,1] normalFromMap = 2.0f * normalFromMap - 1.0f; //transform into world space normalFromMap = mul(normalFromMap, PSIn.WorldToTangentSpace); } else { //tranform to [-1,1] normalFromMap = 2.0f * normalFromMap - 1.0f; } //normalize the result normalFromMap = normalize(normalFromMap); //output the normal, in [0,1] space Output.Normal.rgb = 0.5f * (normalFromMap + 1.0f); I tried checking if the blendmap's blue component was > 0 then use the bump mapping but that just makes a nasty line where it switches between just using the normal of the whole vertex or using the normal map.
      How do I blend between the two methods?
      Thanks
    • By TommyThree
      Ok so I had some code using the old DXSDK. I went to windows 10 and updated my code. I also made some changes to where i stored the vector that holds the vertex positions but thats pretty much it. Now my model is not showing up. So I ran renderdoc. Now renderdoc can see my vertices and indices and the finished mesh when I click the draw call...see the attached image. When I run from vs2017 i cant see anything except the background color. I thought it was because of where my camera was positioned so I changed that and I still can't see anything. The camera is sitting slightly back from the origin....shouldn't the model be there? That's where it was before I made the changes to the source to update it for windows 10. I made the model file and made no changes to it ever since it worked before.
       
      Here is the source code and shader:
      #include "Source.h" #include "DDSTextureLoader.h" //Global Declarations - Interfaces// IDXGISwapChain* SwapChain; ID3D11Device* d3d11Device; ID3D11DeviceContext* d3d11DevCon; ID3D11RenderTargetView* renderTargetView; ID3D11DepthStencilView* depthStencilView; ID3D11Texture2D* depthStencilBuffer; ID3D11Resource* tex; ID3D11RasterizerState * rasterState; ID3D11VertexShader* VS; ID3D11PixelShader* PS; ID3DBlob* VS_Blob; ID3DBlob* PS_Blob; ID3D11InputLayout* vertLayout; ID3D11Buffer* fbx_vertex_buf; ID3D11Buffer* fbx_index_buf; ID3D11Buffer* cbPerObjectBuffer; ID3D11ShaderResourceView* fbx_rc_view; ID3D11SamplerState* fbx_sampler_state; ID3D11ShaderResourceView* normal_rc_view; std::vector<MeshData> meshList; myConsole* con; //Global Declarations - Others// HWND hwnd = NULL; HRESULT hr; int Width = 300; int Height = 300; DirectX::XMMATRIX WVP; ///////////////**************new**************//////////////////// DirectX::XMMATRIX mesh_world; ///////////////**************new**************//////////////////// DirectX::XMMATRIX camView; DirectX::XMMATRIX camProjection; DirectX::XMVECTOR camPosition; DirectX::XMVECTOR camTarget; DirectX::XMVECTOR camUp; ///////////////**************new**************//////////////////// DirectX::XMMATRIX Rotation; DirectX::XMMATRIX Scale; DirectX::XMMATRIX Translation; float rot = 0.01f; ///////////////**************new**************//////////////////// //Create effects constant buffer's structure// struct cbPerObject { DirectX::XMMATRIX WVP; }; cbPerObject cbPerObj; D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 } }; UINT numElements = ARRAYSIZE(layout); // Event table for MyFrame wxBEGIN_EVENT_TABLE(MyFrame, wxFrame) EVT_MENU(wxID_EXIT, MyFrame::OnQuit) EVT_CLOSE(MyFrame::OnClose) wxEND_EVENT_TABLE() // Implements MyApp& GetApp() DECLARE_APP(MyApp) // Give wxWidgets the means to create a MyApp object IMPLEMENT_APP(MyApp) bool MyApp::OnInit() { // Create the main application window MyFrame *frame = new MyFrame(wxT("Worgen Engine Version 0")); // Show it frame->Show(true); return true; } void MyFrame::OnQuit(wxCommandEvent& event) { // Destroy the frame Close(); } void MyFrame::OnClose(wxCloseEvent& event) { timer->Stop(); //Release the COM Objects we created SwapChain->Release(); d3d11Device->Release(); d3d11DevCon->Release(); renderTargetView->Release(); event.Skip(); } MyFrame::MyFrame(const wxString& title) : wxFrame(NULL, wxID_ANY, title, wxDefaultPosition) { // Create a menu bar wxMenu *fileMenu = new wxMenu; // The “About” item should be in the help menu wxMenu *helpMenu = new wxMenu; helpMenu->Append(wxID_ABOUT, wxT("&About...\tF1"), wxT("ABout this program.")); fileMenu->Append(wxID_EXIT, wxT("E&xit\tAlt - X"), wxT("Quit this program")); // Now append the freshly created menu to the menu bar... wxMenuBar *menuBar = new wxMenuBar(); menuBar->Append(fileMenu, wxT("&File")); menuBar->Append(helpMenu, wxT("&Help")); // ... and attach this menu bar to the frame SetMenuBar(menuBar); // Create a status bar just for fun CreateStatusBar(2); SetStatusText(wxT("Welcome to Worgen Engine!")); nbHierarchy = new wxNotebook(this, wxID_ANY, wxDefaultPosition, wxSize(200, 300)); nbScene = new wxNotebook(this, wxID_ANY, wxDefaultPosition, wxSize(800, 600)); nbInspector = new wxNotebook(this, wxID_ANY, wxDefaultPosition, wxSize(200, 300)); timer = new RenderTimer(); console = new myConsole(wxSize(800, 300), wxTE_MULTILINE | wxTE_READONLY, this); timer->dxPanel = new MyDxPanel((MyFrame*)nbScene); wxPanel* hierarchyWindow = new wxPanel(nbHierarchy, wxID_ANY); nbHierarchy->AddPage(hierarchyWindow, "Hierarchy", false); nbScene->AddPage(timer->dxPanel, "Game", false); wxPanel* inspectorWindow = new wxPanel(nbInspector, wxID_ANY); nbInspector->AddPage(inspectorWindow, "Inspector", false); wxBoxSizer* sizer = new wxBoxSizer(wxHORIZONTAL); sizer->Add(nbHierarchy, 0, wxEXPAND, 0); sizer->Add(nbScene, 1, wxEXPAND, 0); sizer->Add(nbInspector, 0, wxEXPAND, 0); wxBoxSizer* console_sizer = new wxBoxSizer(wxVERTICAL); console_sizer->Add(sizer, 0, wxEXPAND, 0); console_sizer->Add(console, 0, wxEXPAND, 0); SetSizerAndFit(console_sizer); timer->dxPanel->c = console; timer->dxPanel->aLoader = new LoadMesh("C:\\Models\\wally.fbx", console, meshList); timer->dxPanel->initDx(timer->dxPanel->GetHWND()); timer->dxPanel->initScene(); timer->Start(); } MyFrame::~MyFrame() { delete timer; } wxBEGIN_EVENT_TABLE(MyDxPanel, wxPanel) EVT_PAINT(MyDxPanel::OnPaint) EVT_ERASE_BACKGROUND(MyDxPanel::OnEraseBackground) wxEND_EVENT_TABLE() MyDxPanel::MyDxPanel(MyFrame* parent) : wxPanel(parent) { parentFrame = parent; } MyDxPanel::~MyDxPanel() { } void MyDxPanel::OnEraseBackground(wxEraseEvent &WXUNUSED(event)) { //empty to avoid flashing } void MyDxPanel::updateScene() { rot += .05f; if (rot > 6.26f) rot = 0.0f; DirectX::XMVECTOR rotaxis = DirectX::XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); Rotation = DirectX::XMMatrixRotationAxis(rotaxis, -rot); mesh_world = DirectX::XMMatrixIdentity(); } void MyDxPanel::render() { //Clear our backbuffer float bgColor[4] = {0.0f, 0.6f, 0.4f, 1.0f }; d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor); //Refresh the Depth/Stencil view d3d11DevCon->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); WVP = mesh_world * camView * camProjection; cbPerObj.WVP = DirectX::XMMatrixTranspose(WVP); d3d11DevCon->UpdateSubresource(cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0); d3d11DevCon->VSSetConstantBuffers(0, 1, &cbPerObjectBuffer); d3d11DevCon->PSSetShaderResources(0, 1, &fbx_rc_view); d3d11DevCon->PSSetSamplers(0, 1, &fbx_sampler_state); d3d11DevCon->DrawIndexed(meshList[0].indices.size(), 0, 0); //Present the backbuffer to the screen SwapChain->Present(0, 0); } void MyDxPanel::OnPaint(wxPaintEvent& event) { wxPaintDC dc(this); updateScene(); render(); } void MyDxPanel::initDx(HWND wnd) { //Describe our SwapChain Buffer DXGI_MODE_DESC bufferDesc; ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC)); bufferDesc.Width = Width; bufferDesc.Height = Height; bufferDesc.RefreshRate.Numerator = 60; bufferDesc.RefreshRate.Denominator = 1; bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; //Describe our SwapChain DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC)); swapChainDesc.BufferDesc = bufferDesc; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 1; swapChainDesc.OutputWindow = wnd; swapChainDesc.Windowed = TRUE; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; //Create our SwapChain hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL, D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon); //Create our BackBuffer ID3D11Texture2D* BackBuffer; hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer); d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView); //Describe our Depth/Stencil Buffer D3D11_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = Width; depthStencilDesc.Height = Height; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; depthStencilDesc.SampleDesc.Quality = 0; depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; //Create the Depth/Stencil View d3d11Device->CreateTexture2D(&depthStencilDesc, NULL, &depthStencilBuffer); d3d11Device->CreateDepthStencilView(depthStencilBuffer, NULL, &depthStencilView); //Set our Render Target d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, depthStencilView); } void MyDxPanel::initScene() { shaders(); generateBuffers(); setBuffers(0); setInputLayoutAndTopology(); setViewport(); setCameraInfo(); createConstantBuffer(); loadModelTexture("C:\\Models\\tex.DDS"); createSamplerState(); setRSState(); } void MyDxPanel::shaders() { //Compile Shaders from shader file HR(D3DCompileFromFile(L"Effects.fx", 0, 0, "VS", "vs_5_0", 0, 0, &VS_Blob, 0)); HR(D3DCompileFromFile(L"Effects.fx", 0, 0, "PS", "ps_5_0", 0, 0, &PS_Blob, 0)); //Create the Shader Objects HR(d3d11Device->CreateVertexShader(VS_Blob->GetBufferPointer(), VS_Blob->GetBufferSize(), NULL, &VS)); HR(d3d11Device->CreatePixelShader(PS_Blob->GetBufferPointer(), PS_Blob->GetBufferSize(), NULL, &PS)); //Set Vertex and Pixel Shaders d3d11DevCon->VSSetShader(VS, 0, 0); d3d11DevCon->PSSetShader(PS, 0, 0); } void MyDxPanel::generateBuffers() { D3D11_BUFFER_DESC indexBufferDesc; ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc)); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.ByteWidth = meshList[0].indices.size() * sizeof(DWORD); indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &meshList[0].indices[0]; HR(d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &meshList[0].indexBuffer)); D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc)); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.ByteWidth = meshList[0].vertices.size() * sizeof(Vertex); vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); vertexBufferData.pSysMem = &meshList[0].vertices[0]; HR(d3d11Device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &meshList[0].vertexBuffer)); } void MyDxPanel::setBuffers(int i) { d3d11DevCon->IASetIndexBuffer(meshList[i].indexBuffer, DXGI_FORMAT_R32_UINT, 0); UINT stride = sizeof(Vertex); UINT offset = 0; d3d11DevCon->IASetVertexBuffers(0, 1, &meshList[i].vertexBuffer, &stride, &offset); } void MyDxPanel::setInputLayoutAndTopology() { HR(d3d11Device->CreateInputLayout(layout, numElements, VS_Blob->GetBufferPointer(), VS_Blob->GetBufferSize(), &vertLayout)); d3d11DevCon->IASetInputLayout(vertLayout); d3d11DevCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } void MyDxPanel::setViewport() { //Create the Viewport D3D11_VIEWPORT viewport; ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT)); viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = Width; viewport.Height = Height; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; //Set the Viewport d3d11DevCon->RSSetViewports(1, &viewport); } void MyDxPanel::createConstantBuffer() { //Create the buffer to send to the cbuffer in effect file D3D11_BUFFER_DESC cbbd; ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC)); cbbd.Usage = D3D11_USAGE_DEFAULT; cbbd.ByteWidth = sizeof(cbPerObject); cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbbd.CPUAccessFlags = 0; cbbd.MiscFlags = 0; cbPerObj.WVP = DirectX::XMMatrixTranspose(mesh_world * camView * camProjection); D3D11_SUBRESOURCE_DATA initData; initData.pSysMem = &cbPerObj; HR(d3d11Device->CreateBuffer(&cbbd, &initData , &cbPerObjectBuffer)); } void MyDxPanel::setCameraInfo() { camPosition = DirectX::XMVectorSet(-0.5f, -0.5f, 4.0f, 0.0f); camTarget = DirectX::XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); camUp = DirectX::XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); //Set the View matrix camView = DirectX::XMMatrixLookAtLH(camPosition, camTarget, camUp); //Set the Projection matrix camProjection = DirectX::XMMatrixPerspectiveFovLH(0.4f*3.14f, (float)Width / Height, 1.0f, 1000.0f); } void MyDxPanel::loadModelTexture(std::string path) { HR(DirectX::CreateDDSTextureFromFile(d3d11Device, L"C:\\Models\\tex.DDS", &tex, &fbx_rc_view)); } void MyDxPanel::createSamplerState() { D3D11_SAMPLER_DESC sampDesc; ZeroMemory(&sampDesc, sizeof(sampDesc)); sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; sampDesc.MinLOD = 0; sampDesc.MaxLOD = D3D11_FLOAT32_MAX; //Create the Sample State HR(d3d11Device->CreateSamplerState(&sampDesc, &fbx_sampler_state)); } void MyDxPanel::setRSState() { D3D11_RASTERIZER_DESC rasterizerState; rasterizerState.FillMode = D3D11_FILL_SOLID; rasterizerState.CullMode = D3D11_CULL_NONE; rasterizerState.FrontCounterClockwise = true; rasterizerState.DepthBias = false; rasterizerState.DepthBiasClamp = 0; rasterizerState.SlopeScaledDepthBias = 0; rasterizerState.DepthClipEnable = true; rasterizerState.ScissorEnable = true; rasterizerState.MultisampleEnable = false; rasterizerState.AntialiasedLineEnable = false; d3d11Device->CreateRasterizerState(&rasterizerState, &rasterState); d3d11DevCon->RSSetState(rasterState); } RenderTimer::RenderTimer() : wxTimer() { } void RenderTimer::Notify() { dxPanel->Refresh(); } void RenderTimer::start() { wxTimer::Start(10); } cbuffer cbPerObject { float4x4 WVP; }; Texture2D ObjTexture; SamplerState ObjSamplerState; struct VS_OUTPUT { float4 Pos : SV_POSITION; float2 TexCoord : TEXCOORD; }; VS_OUTPUT VS(float4 inPos : POSITION, float2 inTexCoord : TEXCOORD) { VS_OUTPUT output; output.Pos = mul(inPos, WVP); output.TexCoord = inTexCoord; return output; } float4 PS(VS_OUTPUT input) : SV_TARGET { return ObjTexture.Sample(ObjSamplerState, input.TexCoord); }  

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