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kauna    2922

Is there something I am missing and nobody actually remembers this stuff or uses some super-duper techniques ?
Also, I see a lot of strategy games written in DirectX, those are typically 2D, Were they created using Direct3D ? If so,then why wouldn't they have an option to rotate the view, could the reason be that they don't have vertices behind the 2D plane thus saving resources ?
And one more question if I may: Does OpenGL also use the same crazy rendering strategy as DirectX ? with pipeline, buffers,swapchains and stuff ?


- the MSDN and DirectX SDK has quite good information about the usage of different function. However, typically the examples are quite context bound and limit them selves strictly to the topic. Seeing the "bigger" picture may be difficult. But even then, the examples projects tend to get rather large. 


- Direct3D may be used for 2D games as well. Maybe the camera rotation isn't necessary or it isn't a wanted feature so that's why it isn't implemented. Of course, if the Direct3D api is used to draw strictly 2d graphics, then you can't really have useful camera rotation.


- OpenGL and Direct3D have pretty much the same functionality. The OpenGL syntax is different from Direct3D however. So it isn't just question of different function names.



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frob    44904

I think GeneralQuery had a great answer.  Modern 3D graphics are absolutely not a beginner topic.



For a constructive alternative, you can roll back a few years.  



Instead of D3D11, consider going with D3D9.  It is from a simpler era, but it still has a great deal to offer.  It expects significant knowledge from the programmer and requires some initialization, but nowhere near as much as D3D11.


Or consider going with SDL or XNA or other libraries that do all the managerial work for you, letting you focus on learning how the graphics side works.


Or consider learning a much older and much simpler API such as OpenGL 1.2.  You can start off with simple immediate mode triangles and eventually build up as your knowledge and experience grow.

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ballmar    1586

I agree that boilerplate code is a bit intricate, but you wont really need it once you have dealt with initialization phase.

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