• 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
sarim

DirectX 9 or DirectX 11 ?

14 posts in this topic

So here's my dilemma: I don't know which API version I should focus on learning/using, DirectX 9 or DirectX 11 ? I want to start off with making some simple 2D games just to get a feel of the API and then eventually move into 3D games. I have prior experience with D3D9 and if i start reading about it again I'll pick it up quickly and be on my way with it in no time...however lately I've been trying to learn how to code with D3D10/11 but I'm not having any luck with it because of the lack of tutorials on the web, hard to follow documentation, etc.

I purchased a book called Introduction to 3D Game Programming with DirectX 10 by Frank D. Luna and it's an ok book but it doesn't quite tell you anything related to 2D. For some reason I just find D3D10 and D3D11 to be very hard to understand/learn compared to D3D9 but I know I'll probably have to learn how to use them eventually.

Do you think it's better for me to stick with D3D9 and relearn how to make 2D games with it and then move into 3D or is D3D10/11 better? And also would D3D9 be an easier transition into 3D after I'm comfortable with 2D compared to 10 and 11 ?

If you guys suggest 10/11 could you please suggest some good books/links I could look at because my google-foo is really letting me down lately and I can't find anything that's helpful.
2

Share this post


Link to post
Share on other sites
Ok thanks guys...i guess I'll start to learn D3D11 then. Any good books or tutorials you guys would suggest for me to start with?
0

Share this post


Link to post
Share on other sites
A handy secret to know is that, while much of Microsoft's D3D11 content is rather poor (it's improving though), you can quite easily jump back to the corresponding D3D10 content and just mentally translate the API calls. 10 and 11 are so similar that this is completely painless to do in almost every case aside from the handful of 11-only features you might be using.
2

Share this post


Link to post
Share on other sites
[quote name='KrNaGe' timestamp='1341428782' post='4955696']
Ok thanks guys...i guess I'll start to learn D3D11 then. Any good books or tutorials you guys would suggest for me to start with?
[/quote]

[url="http://www.amazon.co.uk/Practical-Rendering-Computation-Direct3D-11/dp/1568817207/ref=sr_1_1?ie=UTF8&qid=1341494031&sr=8-1"]http://www.amazon.co.uk/Practical-Rendering-Computation-Direct3D-11/dp/1568817207/ref=sr_1_1?ie=UTF8&qid=1341494031&sr=8-1[/url] should do you :)
1

Share this post


Link to post
Share on other sites
I am considering the fact that people who already know DirectX 9 are telling a newbie to jump right to DirectX 11. Are you saying that the previous knowledge that came from DirectX 9 has no bearing on your understanding of CG concepts that are relevant in DirectX 11? To me it seems similar to suggesting algebra is not that important, so just right to calculus. Furthermore, I would think concepts that were covered in depth in the DirectX 9 book are (if covered) glossed over in the DirectX 11 book. So can someone give this a little thought and provide a reply on how worthwhile it would be to understand where 'we' have been (i.e. fixed pipeline) in our effort to understand the state of the art technology (i.e. DX11). Thanks
0

Share this post


Link to post
Share on other sites
[quote name='Telios' timestamp='1341425643' post='4955682']
Direct3D 9 supports Xbox360 and Windows XP, whereas D3D11 does not.

Direct3D 11 supports Windows Vista onwards only, but can run on earlier D3D9-level hardware using feature levels.
[/quote]

Ok, that;s clear, but does Direct3D 9 support Vista and Windows 7 ? In other words, can someone install[b] DirectX 9.0 SDK on Windows 7 [/b]and develop a game that will run on WinXp to Win 7 and above ? Edited by solenoidz
0

Share this post


Link to post
Share on other sites
[quote name='solenoidz' timestamp='1353323205' post='5002305']
[quote name='Telios' timestamp='1341425643' post='4955682']
Direct3D 9 supports Xbox360 and Windows XP, whereas D3D11 does not.

Direct3D 11 supports Windows Vista onwards only, but can run on earlier D3D9-level hardware using feature levels.
[/quote]

Ok, that;s clear, but does Direct3D 9 support Vista and Windows 7 ? In other words, can someone install[b] DirectX 9.0 SDK on Windows 7 [/b]and develop a game that will run on WinXp to Win 7 and above ?
[/quote]

Sure, as long as your target machine has the required runtimes installed.
And there's no such thing as the DirectX 9.0 SDK, all current versions of DirectX (including 9) are bundled together in the DirectX SDK (which is now part of the Windows SDK)
0

Share this post


Link to post
Share on other sites

I'm still using D3D9 because Windows XP :\

 

Also I kind of like the Unicode draw text functionality of ID3DXFont... I don't want to go back to Font Bitmaps again, it's too limited if you need all languages to work in your application at the same time

0

Share this post


Link to post
Share on other sites

This thread was started July 2012, then had a 4 month period of peaceful death before being necroed, then had an 11 month peaceful death before being necroed again. Just FYI.

 

Also, XP is not going to be supported by MS in a few months, so targeting it is... old school.

2

Share this post


Link to post
Share on other sites

Oh yeah I meant to make that post in 'D3D9 is dead' not this one

 

Don't know how this happened.. lol! Probably because I was googling before deciding to reply, and then replied in the wrong topic

Edited by ProgrammerDX
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