• 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
mathacka

DX11
Which DirectX to Pick

9 posts in this topic

Which DirectX API should I choose to use?

 

Is there an easier way to code in DX11 or DX10 even compared to 9?

 

Are there more things to check for before initialization of a DirectX interface?

 

Since they're all backwards compatible, why not even use DirectX 1, Microsoft still uses tutorials for this?

1

Share this post


Link to post
Share on other sites

DX 1? That would be pretty old, DX 1.0 appeared in 1995 (since about 18 years) it's not a good idea to use a very old version, a very old version will definitely not supported bunches of important features and a well noticed graphics improvement, plus it might be not compatible with recent versions of OS since it's very old and deprecated.

 

If you want to create something compatible with most machines, I would say DX 9 will be fine and can give you almost the same result you get from DX 10 and DX 11.

1

Share this post


Link to post
Share on other sites
I always found the DirectX 11 to be simpler to set up. But if the intent is to get something simple up and running, you have to write shader code. Which although is not a bad thing, just that you have to do some household work in the project.<br /><br />DirectX 9, although you are going to call more APIs, you will only be writing in C, not HLSL (if you are doing something simple, and not writing shaders).<br /><br />HLSL is pretty simple to learn but if you are against learning a slightly different programming paradigm, use DX9. So I think it boils down to whether you can or you want to write shaders.
0

Share this post


Link to post
Share on other sites

Just wanted to chime in and say that Microsoft has been and continues to phase XP out of existence.  I would venture as far as to say that it's probably pretty safe to assume that NONE of your potential players will be on XP.  With that being said DX11 would be your better choice (also assuming that it will be a little while before you release), it should be safe to assume as long as your not using to much brand new tech or super advanced calls that only todays top level hardware can support that you'll have a nice wide audience when it's all said and done.  Also, you might want to look into the XNA Frameworks and .NET, they are Microsoft's managed API sets (all OOP too).  90+% of the time Microsoft will do the memory management and proper techniques better than an indie coder would.  Take advantage of the free framework that would already surpass what your likely to code yourself, it will expedite your development process exponentially and give you a more stable end result.

0

Share this post


Link to post
Share on other sites

I own "Introduction to 3D Game Programming with DirectX 10" by Frank D. Luna. I haven't really read it yet, would that be a good place to start. Also I heard "Game Coding Complete" uses DirectX 11 and is great for beginners?

0

Share this post


Link to post
Share on other sites
I own "Introduction to 3D Game Programming with DirectX 10" by Frank D. Luna. I haven't really read it yet, would that be a good place to start. Also I heard "Game Coding Complete" uses DirectX 11 and is great for beginners?

It depends on how good at learning you are. The book covers also the basic stuff (setting up the Visual Studio, D3D inicialization, device creation etc), so you can learn everything you need from it. Of course one book is never enough, but as a starting point, I think you can try it.

Don't worry about the fact that it is for DX10 and not 11, the differences between those two are minor, compared to DX9 versus DX10.

 

Btw, I recommend you to read also the initial chapters about vector and matrix maths. Even if you think you remember that from the school ;)

0

Share this post


Link to post
Share on other sites

Cool, I might consider doing xna stuff after all, it will be faster to deploy. Yeah, I'm sure I'll brush up on my linear algebra, that's all the graphics books talk about in the first 3 chapters it seems.

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

  • Similar Content

    • By thmfrnk
      Hello,
      I am working on a Deferred Shading Engine, which actually uses MSAA for Antialising. Apart from the big G-Buffer ressources its working fine. But the intention of my engine is not only realtime-rendering as also render Screenshots as well as Videos. In that case I've enough time to do everything to get the best results. While using 8x MSAA, some scenes might still flicker.. especially on vegetations. Unfortunately 8x seems to be the maximum on DX11 Hardware, so there is no way to get better results, even if don't prefer realtime.
      So finally I am looking for a solution, which might offer an unlimited Sample count. The first thing I thought about was to find a way to manually manipulate MSAA Sample locations, in order to be able to render multiple frames with different patterns and combining them. I found out that NVIDIA did something equal with TXAA. However, I only found a solution to use NVAPI, in order to change sample locations. https://mynameismjp.wordpress.com/2015/09/13/programmable-sample-points/
      While I am working on .NET and SlimDX I've no idea how hard it would to implement the NVIDIA API and if its possible to use it together with SlimDX. And this approach would be also limited to NV.
      Does anyone have an idea or maybe a better approach I could use?
      Thanks, Thomas
    • By matt77hias
      For vector operations which mathematically result in a single scalar f (such as XMVector3Length or XMPlaneDotCoord), which of the following extractions from an XMVECTOR is preferred:
      1. The very explicit store operation
      const XMVECTOR v = ...; float f; XMStoreFloat(&f, v); 2. A shorter but less explicit version (note that const can now be used explicitly)
      const XMVECTOR v = ...; const float f = XMVectorGetX(v);  
    • By Coelancanth
      Hi guys,
      this is a exam question regarding alpha blending, however there is no official solution, so i am wondering  whether my solution is right or not... thanks in advance...

      my idea:
      BS1:
      since BS1 with BlendEnable set as false, just write value into back buffer.
      -A : (0.4, 0.4, 0.0, 0.5)
      -B : (0.2, 0.4, 0.8, 0.5)
       
      BS2:
       
      backbuffer.RGB: = (0.4, 0.0, 0.0) * 1 + (0.0, 0.0, 0.0) * (1-0.5)      = ( 0.4, 0.0, 0.0)
      backbuffer.Alpha = 1*1 + 0*0   =1
       
      A.RGB = (0.4, 0.4, 0.0)* 0.5 + (0.4, 0.0, 0.0)* ( 1-0.5)   = (0.4,0.2,0.0)
      A.Alpha=0.5*1+1*(1-0.5) = 1
       
       
      B.RGB = (0.2, 0.4, 0.8) * 0.5 + (0.4, 0.2, 0.0) * (1-0.5)  = (0.3, 0.3, 0.4)
      B.Alpha = 0.5 * 1 + 1*(1-0.5)  = 1
       
      ==========================
      BS3:
       
      backbuffer.RGB = (0.4, 0.0, 0.0) + (0.0, 0.0, 0.0)  = (0.4, 0.0, 0.0)
      backbuffer.Alpha = 0
       
      A.RGB = (0.4, 0.4, 0.0) + (0.4, 0.0, 0.0) = (0.8, 0.4, 0.0)
      A.Alpha = 0
       
      B.RGB = (0.2, 0.4, 0.8) + (0.8, 0.4, 0.0) = (1.0, 0.8, 0.8)
      B.Alpha = 0
       
       
       
    • By lonewolff
      Hi Guys,
      I am revisiting an old DX11 framework I was creating a while back and am scratching my head with a small issue.
      I am trying to set the pixel shader resources and am getting the following error on every loop.
      As you can see in the below code, I am clearing out the shader resources as per the documentation. (Even going overboard and doing it both sides of the main PSSet call). But I just can't get rid of the error. Which results in the render target not being drawn.
      ID3D11ShaderResourceView* srv = { 0 }; d3dContext->PSSetShaderResources(0, 1, &srv); for (std::vector<RenderTarget>::iterator it = rtVector.begin(); it != rtVector.end(); ++it) { if (it->szName == name) { //std::cout << it->srv <<"\r\n"; d3dContext->PSSetShaderResources(0, 1, &it->srv); break; } } d3dContext->PSSetShaderResources(0, 1, &srv);  
      I am storing the RT's in a vector and setting them by name. I have tested the it->srv and am retrieving a valid pointer.
      At this stage I am out of ideas.
      Any help would be greatly appreciated
       
    • By bowerbirdcn
      hi, guys, how to understand the math used in CDXUTDirectionWidget ::UpdateLightDir 
      the  following code snippet is taken from MS DXTU source code
       
        D3DXMATRIX mInvView;
          D3DXMatrixInverse( &mInvView, NULL, &m_mView );
          mInvView._41 = mInvView._42 = mInvView._43 = 0;
          D3DXMATRIX mLastRotInv;
          D3DXMatrixInverse( &mLastRotInv, NULL, &m_mRotSnapshot );
          D3DXMATRIX mRot = *m_ArcBall.GetRotationMatrix();
          m_mRotSnapshot = mRot;
          // Accumulate the delta of the arcball's rotation in view space.
          // Note that per-frame delta rotations could be problematic over long periods of time.
          m_mRot *= m_mView * mLastRotInv * mRot * mInvView;
          // Since we're accumulating delta rotations, we need to orthonormalize 
          // the matrix to prevent eventual matrix skew
          D3DXVECTOR3* pXBasis = ( D3DXVECTOR3* )&m_mRot._11;
          D3DXVECTOR3* pYBasis = ( D3DXVECTOR3* )&m_mRot._21;
          D3DXVECTOR3* pZBasis = ( D3DXVECTOR3* )&m_mRot._31;
          D3DXVec3Normalize( pXBasis, pXBasis );
          D3DXVec3Cross( pYBasis, pZBasis, pXBasis );
          D3DXVec3Normalize( pYBasis, pYBasis );
          D3DXVec3Cross( pZBasis, pXBasis, pYBasis );
       
       
      https://github.com/Microsoft/DXUT/blob/master/Optional/DXUTcamera.cpp
  • Popular Now