• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Bom Tchi

[ Direct X - C# ] Create a 3D game editor

11 posts in this topic

Hi all i'm newbie, i would to create a 3D game editor but i have no idea as to start by. 1) I've though about 4 swap chans view. 2) Load normal and skinned meshes 3) handle mouse coordinates to move resize the objects loaded I know .x files are very good handled by direct x 9 but i've not found good tutorial on the web. Can you help me with some very easy tutorials? Very thanks :)
0

Share this post


Link to post
Share on other sites
How much do you know (C#/DX) and exactly what do you want help with?

Here's a tutorial for loading a mesh:
http://www.riemers.net/Tutorials/DirectX/Csharp2/tut5.php

And here's the main page with lots of info:
http://www.riemers.net/index.php

This is if you want split view in your editor:
http://www.gamedev.net/community/forums/topic.asp?topic_id=412931&whichpage=1�

[Edited by - e-u-l-o-g-y on September 6, 2006 4:25:28 AM]
0

Share this post


Link to post
Share on other sites
You didn't really answer my question.. it's really hard to help you when you're not specific on what you need help with!

Check out this for general dx questions:
http://members.gamedev.net/jhoxley/directx/DirectXForumFAQ.htm

And http://www.codeproject.com/ for general C# gui problems

If you specify exactly what your skill level is, what you need help with and where in the process you are then it will be alot easier to help you!
0

Share this post


Link to post
Share on other sites

I'd start from the idea that your game engine and the game editor are practically the same program but the editor contains the code to edit the contents which the game engine shows.

So, from where to start from ? Perhaps studying a bit of DLLs to create an engine dll which allows the content to be edited/moved/rotated/placed etc...

So, never write the same code twice.

Also, which 3d format you plan to use for your meshes ?

Cheers !
0

Share this post


Link to post
Share on other sites
I've just explaned all: .x file becouse i guess thery are supported originally by directx.
Then i want to create the engine in the same time i develope the 3d editor.

1th step i handle 4 switch swap chains.
2th import .x simple/skinned meshes into a library and so define 3d objects
3th i place the object in the world then i set propreties and methods for the object added while i move rotate and scale it.

Is it a good way to work? I'm very good with c# and i know the basic of directx.
0

Share this post


Link to post
Share on other sites
I'm sorry but it's a bit hard to follow you, but I'll try to give an explanation on what I'd do. Like Demus79 said, I'd put all engine specific code in a library (assembly) that's imported into both the editor and the game. This way things are guaranteed to be handled in the same way.

What kind of editor is it you're making? Is it a level editor or a model editor? I guess it's a level editor since you're talking about placing objects. Loading .X files is ok since it's easy to use and there are alot of exporters for that format out there, though a custom format might be good later on in the process if you decide that .X doesn't provide the features you need. If you're going to set per object properties you'd either need another file to store these in or a custom format - though if it's a level editor these properties are likely stored there.

Why would you need 4 swap chains? See the link I provided for information on handlig multiple views.
0

Share this post


Link to post
Share on other sites
i tried to make a window with 4 swap chain in the past but i got bad rendering images when i resized the window maybe i lost some resources.
I want to handle losing devices and so on...
Ok it is a level editor, but maybe i've to start to develope the engine before.
How can i create it? I've to define Phisics Bounding box/sphere properties, velocity, gravity movement, and other methods.
So i've to start by the engine or creating at the same time during i create the level editor?
There are some "start by" turoial in c# for creation of level editor and engine 3d using direct x and possibly .x file?
0

Share this post


Link to post
Share on other sites
Handling lost devices is covered in the FAQ which I linked to earlier.

Having an editor early in the development process is a good thing since it's easy to add and test new content. I don't know of any tutorials that are specifically about editors and C# but I guess you could find some open source editors by googling. Besides - you don't really need it to be in C# since translating from another language is usually quite ok (especially if the concept is described in tutorial form).

I would start off by designing the engine. Write up a document on what you want it to do, what you need and everything else you can think about. This will give you a better idea of how the editor and engine should be created.

Since you seem to be a bit uncertain about how to handle this I'd do it piece by piece. You say you're good with C# then creating a simple WinForms app will be a piece of cake. Just build it piece by piece using two different projects (one for the engine and one for the editor) - and remember to check out the examples in the directx sdk if you haven't already.
0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0