• 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
BenS1

DirectX development in Visual Studio 2012

6 posts in this topic

I'm aware of the new 'Metro' style apps for Windows 8 and how certain DirectX 11 features cannot be used in Metro apps (Such as the D3DX and Effects libraries) however all the documentation says that the D3DX and Effects libraries can be used on Windows 8 Desktop apps.

Whilst its true that apps developed with Visual Studio 2010 and the DirectX SDK from June 2010 will work fine on Windows 8 Desktop mode, from what I can see now that DirextX is part of the Windows SDK and included with Visual Studio 2012 it appears that you cannot develop Windows 7\Windows 8 Desktop apps that use D3DX\Effects using Visual Studio 2012. Is this correct, as I've not seen that mentioned anywhere before?

I suspect you can do a bit of hacking to get Visual Studio 2012 to use the June 2010 version of the DriectX SDK, but I'd imagine you could get into a right mess doing that.

Ultimately what I want to do is to continue developing my Windows 7 game but using the latest and greatest version of the Visual Studio... is this possible?

Thanks
Ben
0

Share this post


Link to post
Share on other sites
D3DX and Effects11 have indeed been deprecated in the latest windows SDK as far as I know and to be completely honest with you I believe this is actually a good thing.
All math-related systems from D3DX have been moved to a new library called DirectXMath, so that's a possible alternative if you have been using the D3DX math functions.

If you really want to use the latest windows SDK and VS2012 to develop your game you'll probably have to write your own alternatives to the D3DX functions you're depending on, which shouldn't be all too hard I believe.
Writing an alternative to Effects11 can be somewhat trickier, but it can also be a good learning experience as it'll actually encourage you to think more about what you need in a shader system and how your shaders should be organized. A good place to start with writing your own alternative to the Effects11 library would be the [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ff476590(v=vs.85).aspx"]shader reflection system[/url] provided by D3D11.
1

Share this post


Link to post
Share on other sites
Thanks Radikalizm,

To be honest, I'm not a fan of the Effects framework either, however the code that I used as the starting point for my project used it and now it'd be a bit of a pain to have to refactor that part of the code. Oh well, I guess its not too bad.

Thanks
Ben
0

Share this post


Link to post
Share on other sites
I've recently made the switch to the Windows SDK on Windows 7. I've changed all D3DX code to use D3DCompiler and DirectXMath. I'm also using the texture loader from directxtex ([url="http://directxtex.codeplex.com/"]http://directxtex.codeplex.com/[/url]). I find the new libraries much more lightweight.

You can find most of the info on the right-hand side of the main page of gamedev.net.

Moving from D3DXMath to DirectXMath might take a bit of time, since DirectXMath uses SIMD and needs to be handled in a certain way. There should be some threads on this somewhere on the forums though, and there are docs available explaining how to do the conversion. Edited by Corvwyn
1

Share this post


Link to post
Share on other sites
Thanks Corvwyn,

Ok, so I've decided to start making the move.

The first problem I've got is that XMCOLOR doesn't seem to exist in DirectXMath.h, even though the DirectXMath documentation says it does:
[url="http://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.reference.xmcolor(v=vs.85).aspx"]http://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.reference.xmcolor(v=vs.85).aspx[/url]

What am I missing? :(

Thanks
Ben
0

Share this post


Link to post
Share on other sites
It's at the bottom of the page you linked:[quote]The correct header and namespace required for XMCOLOR is DirectXPackedVector.h and DirectX::PackedVector.[/quote]
There's a second documentation bug on that MSDN page - the b/g/r/a values are uint8_t, not uint32_t.
1

Share this post


Link to post
Share on other sites
[quote name='mhagain' timestamp='1349702245' post='4987982']
It's at the bottom of the page you linked:[quote]The correct header and namespace required for XMCOLOR is DirectXPackedVector.h and DirectX::PackedVector.[/quote]
There's a second documentation bug on that MSDN page - the b/g/r/a values are uint8_t, not uint32_t.
[/quote]

Excellent thanks. I obviously missed the Community Additions section at the bottom.

Thanks
Ben
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