• 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
Anddos

working out the center of the screen

10 posts in this topic

 how do i work out the center of the screen so i can space those cordinates for the vertexbuffer,etc these values so this button will be center of the screen and how would i give some control to this button such as mouse clicking on it,thanks if you can help...

 

the below code is for directx 9

// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
//Triangle 1
{ 150.0f, 400.5f, -5.5f, //xyz screenspace
0, 1, //textures coords
1.0f }, //rhw
// D3DCOLOR_XRGB(0, 0, 255), }, //diffuse blue
 
{ 325.0f, 500.0f, -5.5f, //xyz screenspace
1, 1, //textures coords
1.0f }, //rhw
//D3DCOLOR_XRGB(0, 255, 0), }, //diffuse green
 
{ 150.0f, 500.0f, -5.5f, //xyz screenspace
1, 0, //textures coords
1.0f }, //rhw
//D3DCOLOR_XRGB(255, 0, 0), }, //diffuse red
 
 
//Triangle 2
{ 325.0f, 500.0f, -5.5f, //xyz screenspace
1, 0, //textures coords
1.0f }, //rhw
//D3DCOLOR_XRGB(0, 255, 0), }, //diffuse green
 
{ 150.0f, 400.5f, -5.5f, //xyz screenspace
0, 0, //textures coords
1.0f }, //rhw
//D3DCOLOR_XRGB(0, 0, 255), }, //diffuse blue
 
{ 325.0f, 400.5f, -5.5f, //xyz screenspace
0, 1, //textures coords
1.0f }, //rhw
//D3DCOLOR_XRGB(255, 0, 0), }, //diffuse red
};

Edited by Anddos
0

Share this post


Link to post
Share on other sites

The screen center is screenWidth/2, screenHeight/2. 

If you want to place the object completely centered, you would have to use the following formula:

 

x and y being the top left corner of object and rectangleWidth and rectangleHeight being the width and height of the rectangle you are rendering.

x = screenWidth/2 - rectangleWidth/2;

y = screenHeight/2 - rectangleHeight/2;

 

Picking is a bit different and required that you first implement at least a basic collision detection. for a few examples see:

 

Program Files/Microsoft DirectX SDK (June 2010)\Samples\C++\Misc\Collision

 

http://www.braynzarsoft.net/index.php?p=D3D11PICKING

 

http://www.rastertek.com/dx11tut47.html

1

Share this post


Link to post
Share on other sites

Thanks for the reply, do you have to use picking to press buttons?, would i not be able to use mouse cords instead of rays?

0

Share this post


Link to post
Share on other sites

yes if you're rending in 2D.

 

x,y being the top left corner of your button:

 

you would check if the mouse position is greater then x,y but less then x+width, y+height.

0

Share this post


Link to post
Share on other sites

great,i think i have the idea now,theres going to be a global bool with mousepress correct if i am using windows messages,else how else will the rest of the code know i am pressing the mouse button.

0

Share this post


Link to post
Share on other sites

DirectX 11 is way to complicated for me ive already tried,I think directx 9 is still worth learning before 10,11 even tho it has the same drawing polygon concepts,thanks for your suggestion...

Edited by Anddos
0

Share this post


Link to post
Share on other sites

this is what i have, i am stuck on the last point

 

//Triangle 1
{ 800 / 2 - triangle.right/2, //x
600 / 2 - triangle.bottom/2,  //y
-5.5f, //z screenspace
//0, 1, //textures coords
1.0f }, //rhw
// D3DCOLOR_XRGB(0, 0, 255), }, //diffuse blue
 
{ 800 / 2 + triangle.right/2, //x
600 / 2 - triangle.bottom / 2,  //y
-5.5f, //z screenspace
//1, 1, //textures coords
1.0f }, //rhw
//D3DCOLOR_XRGB(0, 255, 0), }, //diffuse green
 
{ 800 / 2 - triangle.right/2, -5.5f, //xyz screenspace
600 / 2 + triangle.bottom / 2,  //y
//1, 0, //textures coords
1.0f }, //rhw
//D3DCOLOR_XRGB(255, 0, 0), }, //diffuse red
 
i am sure this is right, but i cannot see the last point??
Edited by Anddos
0

Share this post


Link to post
Share on other sites
int width = 200;
int height = 150;

position.x = screenWidth/2 - width/2;
position.y = screenHeight/2 - height/2;

// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
//Triangle 1

vertices[0].position = (position.x, position.y, -1.0f);  // Top left.
vertices[0].uv = (0.0f, 0.0f);

vertices[1].position = (position.x + width, position.y - height, -1.0f);  // Bottom right.
vertices[1].uv = (1.0f, 1.0f);

vertices[2].position = (position.x, position.y - height, -1.0f);  // Bottom left.
vertices[2].uv = (0.0f, 1.0f);

// Second triangle.
vertices[3].position = (position.x, position.y, -1.0f);  // Top left.
vertices[3].uv = (0.0f, 0.0f);

vertices[4].position = (position.x + width, position.y, -1.0f);  // Top right.
vertices[4].uv = (1.0f, 0.0f);

vertices[5].position = (positon.x + width, position.y - height, -1.0f);  // Bottom right.
vertices[5].uv = (1.0f, 1.0f);

1

Share this post


Link to post
Share on other sites

shouldnt there be a vertices[0].rhw, and then ignore the 3rd param has the z value is not needed if .position is a D3DXVECTOR3?

Edited by Anddos
0

Share this post


Link to post
Share on other sites

I was just giving you an example. you will have to plug them in on your own using the variable names you declared in CUSTOMVERTEX.

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