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      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.
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viper110110

DirectX with or without Metro, or OpenGL

4 posts in this topic

I have been programming with c# and xna for quite a while now, and it is starting to look like XNA is dying with the release of windows 8 and windows phone 8. I am starting a new hobby project, which I would probably some day hope to release for profit. I would ideally like to use c# and XNA, but that is no longer supported on windows 8 (which I am using now). I figured this would be a good time to switch to Directx. Once I got visual studio 2012 set up, I got the new directx samples to try to learn from, just to find out they are all metro apps. I don't like that.

My options now are either to bend over and accept that metro is the future and start developing my game and level editor for metro, or use the older samples to develop a normal windows application (probably backwards compatible with 7?), or I could drop the whole directx thing and learn directx.

Keep in mind that this is primarily a learning project and I would like to learn something that will be useful in the future (I am pursuing a career in game development). As a result I would like something that has lots of good tutorials and is as close as we can get to "future-proof".
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I've only messed with it briefly, but C++/CX seems to be a pretty good path from C#/XNA to C++/DX. However, the only tutorials I've found so far are those on MSDN. There's not a whole lot out there yet as CX is a pretty new concept in the Windows world. If you want to host your game on Windows Marketplace, you're going to have to develop a metro-style app, so while 8 will support Win32, you won't be able to use Marketplace to sell your game (there are other avenues, of course).
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What is CX? Google returns nothing that looks like programming to me.

I might want to use the windows marketplace eventually, but for my level editor I definitely don't want to (and I'm starting with the level editor). Are there any good tutorials for getting started with directx? I need help getting to the point where I can set up the window in a nice and flexible way, display 3d meshes, and store these meshes in nice objects. Basically everything sample 7 at http://code.msdn.microsoft.com/windowsdesktop/Direct3D-Tutorial-Win32-829979ef can do, except with more modular code that I could expand into a game.
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[quote]What is CX?[/quote]

You can find the reference to Component eXtensions (CX) [url="http://msdn.microsoft.com/en-us/library/windows/apps/hh699871.aspx"]here[/url].

[quote]Are there any good tutorials for getting started with directx? I need help getting to the point where I can set up the window in a nice and flexible way, display 3d meshes, and store these meshes in nice objects. Basically everything sample 7 at http://code.msdn.mic...-Win32-829979ef can do, except with more modular code that I could expand into a game.[/quote]

There's a tutorial for C++/CX/DX11.1 [url="http://msdn.microsoft.com/en-us/library/windows/apps/br229580.aspx"]here[/url] that will help you get a window up and running on WIndows 8. You can also look at this tutorial from [url="http://www.rastertek.com/tutdx11.html"]Rastertek[/url] for Win32/DX11 which builds a pretty good basic jump-off point.

In terms of modular code, you're most likely going to handle that yourself if you're starting from scratch. There are engines out there that can abstract a lot of that work for you if you want to just get into game logic quickly. None of them handle Windows 8 yet AFAIK though, so beware of that...
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Thanks, I think I'm going to go with a plain old c++/directx program (at least to start). Those tutorials at Rastertek are exactly what I was looking for in terms of modularity. They perfectly cover how to separate the key directx stuff into different classes, which is whats missing in Microsoft's samples between "spinning cube in main.cpp" and "advanced motion blur"
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