• 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
RoundPotato

DirectX11 game in 2D or hybrid.

5 posts in this topic

Hi.

 

I can't do much if anything at this point. But if I were to start making a 2D game using Direct3D 11, how would I do that?

 

Would I simply map textures onto primitives and fix the camera(view/projection)?

 

What about a "hybrid model" where it's the same as the above but somehow to take advantage of 3D models(because they are re-usable and no need to draw tons of positions for example a character)?

 

Eagerly waiting for replies.

 

Potato.

0

Share this post


Link to post
Share on other sites

Much depends on the presentation you want - topdown, 3/4 view, etc. However, at the expense of rendering a 3d model in various poses vs creating various images of those poses, you can set the camera looking down at a diagonal, use orthographic projection, tile a groundplane with whatever tile images you like (open field, fences, hedges, etc.) and achieve similar results.

 

However, if you're going to pose the 3d model to present various views, why not make snapshots of the posed model and use those images instead?

0

Share this post


Link to post
Share on other sites

Much depends on the presentation you want - topdown, 3/4 view, etc. However, at the expense of rendering a 3d model in various poses vs creating various images of those poses, you can set the camera looking down at a diagonal, use orthographic projection, tile a groundplane with whatever tile images you like (open field, fences, hedges, etc.) and achieve similar results.

 

However, if you're going to pose the 3d model to present various views, why not make snapshots of the posed model and use those images instead?

 

Thank you for your response.

 

Unfortunately, I can't make much sense out of it... I can kind of see how your answer relates to my second question. Supposedly on how you present a 3D model in 2D?

 

Uh, sorry I'm lost in trying to re-read and connect to my basic questions(to confirm if I have any idea about how that is done) what you posted there.

 

 

The question is understandable though, I'd say 3D rendering over 2D snapshoting of a 3D model for flexibility purposes ? I'm guessing, if you update the model you don't have to re-capture, as well as enabling switching between 2D and 3D(so the game could support both r something).

0

Share this post


Link to post
Share on other sites

how would I do that?

 

Programming a game (2D, 3D or otherwise) in D3D11 is a bit more than can be (or should be) explained in a topic. Googling for tutorials or game engines which implement 2D using D3D11 would be a good place to start.

 

 

 


Would I simply map textures onto primitives and fix the camera(view/projection)?

 

Pretty much. Most 2D games use a single angle of view and (commonly) an orthographic projection. As mentioned, you'll have to decide if you're coding for a side-scroller, a top-down, a 3/4 view, etc., before you start. Getting some experience with 2D rendering in a scratch project will benefit you a lot.

 

 

 


What about a "hybrid model" where it's the same as the above but somehow to take advantage of 3D models

 

As mentioned, you can use 3d models for your animated characters, but animating/rendering may be simpler and more efficient with images of various character orientations, versus modeling various poses or animations for a 3d model. True, you wouldn't have to re-capture images if you modify your 3d models, but you'll have to decide if your game is for your convenience while you create it or for the end product. wink.png

Edited by Buckeye
2

Share this post


Link to post
Share on other sites

Thank you.

 


As mentioned, you can use 3d models for your animated characters, but animating/rendering may be simpler and more efficient with images of various character orientations, versus modeling various poses or animations for a 3d model. True, you wouldn't have to re-capture images if you modify your 3d models, but you'll have to decide if your game is for your convenience while you create it or for the end product.

 

If you ever played or heard of Silver(1999) by Nodscene, I recall reading somewhere(wikipedia?) that the way they went about it is to use 3D on pre-rendered 2D backgrounds. So perhaps this is done with my concept of a "hybrid model"...?...?.

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