• 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
matches81

Rendertargets + viewports and device caps in Direct3D11?

2 posts in this topic

Hello there!

A few years ago a friend of mine and me put together a basic 3D engine with a D3D9 renderer. Worked pretty well. Now, after a few years of doing other, unrelated work, we want to give D3D11 a try. Since our engine's design "expects" that we're able to enumerate what the graphics device is capable of (fairly closely to what the device caps in D3D9 describe), we'd like to be able to provide that info.
Is there something similar in Direct3D11? The only thing I found so far is the feature level, but that seems fairly unspecific..

Another question: I've read a bit about render targets and viewports in Direct3D11. Am I correct that, in D3D11, a render target basically consists of the resource and a corresponding view, telling the pipeline where and how to read / write data? As for viewports, it seems that, although the involved methods and structs of course look a bit different, the basic idea is the same as in D3D9 (i.e. basically it ends up being a part of the projection matrix and that's it). Is that correct, too?

Any help would be appreciated and thanks for reading.
0

Share this post


Link to post
Share on other sites
For the most part caps were removed. The way it works is that each feature level has a minimum set of of required functionality. So for instance if a device supports feature level 10, then you can count on it supporting 8192x8192 textures. The list of this functionality is here: [url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb219822%28v=vs.85%29.aspx"]http://msdn.microsof...2(v=vs.85).aspx[/url]. There are also some pages containing which operations are supported for which DXGI format given a feature level, which can be found here: [url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb219822%28v=vs.85%29.aspx"]http://msdn.microsof...2(v=vs.85).aspx[/url]. The are still a few optional features, which are listed here: [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ff476124%28v=vs.85%29.aspx"]http://msdn.microsoft.com/en-us/library/windows/desktop/ff476124%28v=vs.85%29.aspx[/url]. You can query for them with ID3D11Device::CheckFeatureSupport.

The viewport in D3D11 is almost exactly the same as in D3D9, in that it's just a transformation applied to primitives after projection and before rasterization. So for instance you can use it to only render to the top half of a render target. The one thing that changed in D3D10 was that you can now specify multiple viewports, and then select which one to use for each primitive that you emit from a geometry shader. But that's probably not something you'll have much use for. Edited by MJP
1

Share this post


Link to post
Share on other sites
thanks for your fast answer. Very helpful links. Helps a lot to know I can stop looking for device caps. Most of our "design" for that part consisted of pretty much copying the device caps structure from D3D9 and renaming it, so I guess I'll finally go over that again and try to find some compromise between the two.

I currently don't have any idea for what I'd use the "different viewports for different primitives" feature, but it's definitely good to know. One thing we're looking forward to is getting to play around with geometry, domain and hull shaders and all the new stuff in D3D 10 and 11, so perhaps I stumble upon a use for that feature then.
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