• 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
neonic

What should be responsible for initially creating the Vertex buffers?

3 posts in this topic

While working on my DirectX engine lately, things have been going great. Everything is nice and encapsulated, the design is clean & consistent, and I have a Component/Component Manager / Entity system worked out that is very flexible, and overall things are running solid.

Well, I'm now working on the graphics pipeline, and I am having trouble figuring out how I want to design my Mesh, MeshInstance, and Mesh Rendering system, specifically when dealing with the loading or creating of a new mesh, and the way that its buffers are then initialized.

I don't feel like allowing the Mesh class to directly access the device is good design. I just can't really wrap my head around the way the initial Vertex buffers of a single mesh should be created. For instance, loading from a file I would call something like:

rm->LoadAsset(filename);

Where the resource manager would use a string hash to identify whether or not that particular file had been created, either creating new Buffers & then returning a new MeshInstance, or something along those lines... The other problem being say I wanted to procedurally create a mesh... once I create the vertex data, how would I then initialize the buffers for that?

Another issue with that method is I also don't think it makes sense for the ResourceManager to have a pointer to the D3D device either.

Can you please share any experiences or designs that you felt were elegant, or suggest a pattern that is well suited for this issue, This is a major design consideration that's really halting my progress because the same pattern will be implemented for probably all of my resources.

Thanks in advance
0

Share this post


Link to post
Share on other sites
In my opinion, the Resource manager should create everything and store it in the Mesh/Material classes.
So the resources can simply be a structure of pointers to buffers/textures, etc.

I think its preferable for the ResourceManager to have a pointer to the D3D Device than the Resource classes.

In my engine I have the following design (only regarding meshes):

- [i]MeshDesc[/i] struct - contains pointers to the vertex/index data and other data needed to create the mesh.
- [i]Mesh* ResourceManager::createMesh(uint nameHash, const MeshDesc& desc)[/i] - creates the buffers (etc) puts them in a new Mesh object and returns it.
- [i]Mesh* ResourceManager::loadMesh(uint filenameHash)[/i] - check if already has been loaded, if not load the data into a MeshDesc objects and call createMesh().

With this design you can either load meshes or create them procedurally by filling in a MeshDesc and calling createMesh() Edited by TiagoCosta
0

Share this post


Link to post
Share on other sites
I use the same pattern as TiagoCosta, though inside my MeshDesc I have a VertexBufferDesc, IndexBufferDesc, and VertexDeclarationDesc. Those sub-descriptions can then be created outside the MeshDesc, and used either at the Mesh initialization point, passed in separately for dynamic vertex buffer generation, or just used outside a mesh entirely if you wanted. The pattern has worked out fairly well, though it is *very* initialization heavy.
0

Share this post


Link to post
Share on other sites
Alright, this helps a lot, and I like the pattern you laid out. I started my implementation, and so far things are going pretty well.

Thinking that it was not proper that the Resource Manager had a pointer to the D3DDevice, I was very confused, but apparently this is common practice... So yeah, this helped very much, thanks all.
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