• 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

Do people still use Techniques or passes? Or is it bad?

4 posts in this topic

I've been wondering about whether or not I should use the Effects11.lib file for loading shaders using Directx11.0, or if I should just load the vertex and pixel shaders seperately using the built in d3dx11.h files without using techniques or passes. Which one is better? I know that Effects11.lib is deprecated, but do people still use it anyways? I figure that it would work just fine, but would a professional development team use it or not?

Edited by Solid_Spy

Share this post

Link to post
Share on other sites

If you're going to be happy getting your project out the door on D3D11, then use whatever you like. If there's a reasonable chance you'll want to upgrade to D3D12 whenever that happens, in in which the deprecated Effects11.lib might be removed, consider moving away from it now. Other than that it doesn't really matter what others are doing, do what's best for you, there's no right or wrong to worry about.


If it were me I'd probably make the switch now, as it seems like the sort of decision that has non-trivial design consequences.

Thanks for the help :3 I've decided to stick with using the Effects11.lib library, as it seems to be easier to use, and you don't have to create a constant buffer.


Share this post

Link to post
Share on other sites

Sounds fine.


Just an additional note though -- The effects framework is just a layer on top of the lower-level functionality for setting up the pipeline. It takes care of a lot of the details for you, so you gain convenience at some cost to flexibility and fine-grained control. Neither approach is hands-down better than the other, it just depends on your needs and preferences (setting aside the deprecation issue, that is). Anyhow, I suspect you have some idea of this, but I just wanted to clarify that the effects framework isn't something fundamentally different than all the other stuff, its just a nice software layer on top of the other stuff. You could write your own, work-alike effects framework if you were so inclined.


Share this post

Link to post
Share on other sites

Oh, and also, I don't know how comparable it is to the entire technique thing, but DirectXTK (DirectX Tool Kit) provides a set of tools that are meant to kind of ease XNA programmers into C++ and modern (post 9.0c) DirectX and, among other things, provides Effects, texture loading, etc.


If you ever do become interested in switching over, that might offer a path of lesser resistance.


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 YixunLiu
      I have a surface mesh and I want to use a cone to cut a hole on the surface mesh.
      Anybody know a fast method to calculate the intersected boundary of these two geometries?
    • By hiya83
      Hi, I tried searching for this but either I failed or couldn't find anything. I know there's D11/D12 interop and there are extensions for GL/D11 (though not very efficient). I was wondering if there's any Vulkan/D11 or Vulkan/D12 interop?
    • By lonewolff
      Hi Guys,
      I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers?
      Any advice would be greatly appreciated
    • By MarcusAseth
      bool InitDirect3D::Init() { if (!D3DApp::Init()) { return false; } //Additional Initialization //Disable Alt+Enter Fullscreen Toggle shortkey IDXGIFactory* factory; CreateDXGIFactory(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&factory)); factory->MakeWindowAssociation(mhWindow, DXGI_MWA_NO_WINDOW_CHANGES); factory->Release(); return true; }  
      As stated on the title and displayed on the code above, regardless of it Alt+Enter still takes effect...
      I recall something from the book during the swapChain creation, where in order to create it one has to use the same factory used to create the ID3D11Device, therefore I tested and indeed using that same factory indeed it work.
      How is that one particular factory related to my window and how come the MakeWindowAssociation won't take effect with a newly created factory?
      Also what's even the point of being able to create this Factories if they won't work,?(except from that one associated with the ID3D11Device) 
    • By ProfL
      Can anyone recommend a wrapper for Direct3D 11 that is similarly simple to use as SFML? I don't need all the image formats etc. BUT I want a simple way to open a window, allocate a texture, buffer, shader.
  • Popular Now