Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
double clicked on the frame to open it, but no idea where to go from there.
I've been searching for hours and there's no information on this, not even on the Microsoft Website!
They say "open the Graphics Pixel History window" but there is no such window!
Then they say, in the "Pipeline Stages choose Start Debugging" but the Start Debugging option is nowhere to be found in the whole interface.
Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?
All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated
and Microsoft's instructions are horrible! Somebody please, please help.
I finally ported Rastertek's tutorial # 42 on soft shadows and blur shading. This tutorial has a ton of really useful effects and there's no working version anywhere online.
Unfortunately it just draws a black screen. Not sure what's causing it. I'm guessing the camera or ortho matrix transforms are wrong, light directions, or maybe texture resources not being properly initialized. I didnt change any of the variables though, only upgraded all types and functions DirectX3DVector3 to XMFLOAT3, and used DirectXTK for texture loading. If anyone is willing to take a look at what might be causing the black screen, maybe something pops out to you, let me know, thanks.
Also, for reference, here's tutorial #40 which has normal shadows but no blur, which I also ported, and it works perfectly.
Is Direct3D 11 an api function like glMemoryBarrier in OpenGL? For example, if binds a texture to compute shader, compute shader writes some values to texture, then dispatchCompute, after that, read texture content to CPU side. I know, In OpenGL, we could call glMemoryBarrier before reading to assure that texture all content has been updated by compute shader.
How to handle incoherent memory access in Direct3D 11? Thank you.
Atum engine is a newcomer in a row of game engines. Most game engines focus on render
techniques in features list. The main task of Atum is to deliver the best toolset; that’s why,
as I hope, Atum will be a good light weighted alternative to Unity for indie games. Atum already
has fully workable editor that has an ability to play test edited scene. All system code has
simple ideas behind them and focuses on easy to use functionality. That’s why code is minimized
as much as possible.
Currently the engine consists from:
- Scene Editor with ability to play test edited scene;
- Powerful system for binding properties into the editor;
- Render system based on DX11 but created as multi API; so, adding support of another GAPI
- Controls system based on aliases;
- Font system based on stb_truetype.h;
- Support of PhysX 3.0, there are samples in repo that use physics;
- Network code which allows to create server/clinet; there is some code in repo which allows
to create a simple network game
I plan to use this engine in multiplayer game - so, I definitely will evolve the engine. Also
I plan to add support for mobile devices. And of course, the main focus is to create a toolset
that will ease games creation.
Link to repo on source code is - https://github.com/ENgineE777/Atum
Video of work process in track based editor can be at follow link:
By Philippe Vaillancourt
tldr: This is a community project to help aspiring solo game developers and designers, through small assignment projects, gain the knowledge and skills required to make a video game. If you are interested in contributing to the discussion, head to https://github.com/Neoflash1979/learn-gamedev/issues.
The problem with tutorials
With the number of great courses, tutorials and other learning resources found online, more and more people teach themselves programming. Many will do so with the intent of making video games. But there is much more to designing and making video games than mere programming.
Animation, anthropology, architecture, brainstorming, business, cinematography, communication, creative writing, economics, engineering, games, history, management, mathematics, music, psychology, public speaking, sound design, technical writing, visual arts AND programming; knowledge and skills in these areas can be invaluable to a game designer/developer. Thankfully, there is an abundance of resources available online that can help one acquire knowledge and skills in each of these areas individually. But for the aspiring solo dev, it’s not just a matter of acquiring knowledge in these areas, it’s also important to understand how to use all of that together, for the express purpose of making a video game.
There is a plethora of tutorials available online that will guide you from A to Z on how to make such or such a game. In the process you will acquire a certain amount of technical knowledge, and that’s great. But you won’t really learn about the process of designing and developing a video game. The same can be said about the numerous lists that tells you the type of games you should be making, and in what order, in order to learn gaming making; first you make a Breakout clone, then you make a Tetris clone, then you make a Mario clone, then you make Wolfenstein 3D clone, etc. Again, this kind of advice will help you progress in certain technical skills, but you won’t have learned all that much about the process of designing and developing a video game.
Making a video game is about making decisions. When you follow tutorials, or clone an existing game, the decisions are largely already made for you. To really learn to design and develop video games, you have to build them, from scratch, on your own (or with a friend or two). All aspiring game dev/designer realizes this at some point and so sets out to build their first game. Their REAL first game. One where THEY have to decide, design and build EVERYTHING. And that’s where everything goes to sh*t.
Making video games is hard
You see, making a video game is hard. I mean, REALLY making a game, from scratch. It is a daunting task and it can be overwhelming. So naturally, you turn to Google, and you learn expressions like “scope”, “minimum viable product”, “rapid prototyping”, “find the fun” and “start small”. All those two minutes videos and articles are very enlightening but in the end, it’s still very hard to understand how to keep a small scope when you have never REALLY made a game and you are invariably imbued with grand game-making aspirations. How small is small? What aspects of game making should I focus on? How many hours should I invest in making that first game? Those are just a few of the questions that an aspiring game dev/designer might have.
Despite all the great resources out there for learning all the bits and pieces involved in designing and making a game, there is a complete void in terms of helping aspiring dev learning to put it all together in a progressive, manageable, way. What we, aspiring self-taught devs, are missing is a guide. Something that will guide us, progressively, on our game making path. Something that will help us focus on the right things, at the right time, while we progress on our learning journey – “yeah, maybe you should leave researching the use of Octrees in collision avoidance AI for later and first focus on figuring out how to make that white ball go from point A to point B, Phil”.
What we really need are assignments, with deadlines and requirements. Oddly enough, if your Google “game making assignments” you will find a few examples of exactly what we need, but only for board games, or children Phys Ed games. Here is an example: http://www.cobblearning.net/kentblog/files/2015/11/Project-27w5me1.pdf
This is exactly what we need. Exercises that help us focus our creativity and give us a set of guidelines, requirements and constraints. Allowing us to make MOST or at least MANY of the creative and technical decisions that go into making a game, while at the same time ensuring that we keep the scope small and that we focus on a few new concepts/skills. Every assignment would, gradually, expose the learner to new and more advanced concepts/skills, expanding the scope a little, culminating in a final, 2 to 6-month-long assignment where the learner is really making a game he can be proud of and call his own. Alas, this resource does not exist. At least I have found it. So, let’s do something about it.
I propose that we create an open-source project on Github and create a “Game development and design self-education” curriculum. Basically, a list of game making assignments that would guide an aspiring game dev through the process of learning the required skills, methods and processes required to put a game together. The onus would be on the aspiring game dev to find the resources needed to learn the creative and technical skills required to meet each assignment’s requirements. If you are interested in contributing to the discussion, head to https://github.com/Neoflash1979/learn-gamedev/issues.