I have a vertex buffer on a default heap. I need a CPU pointer to that buffer in order to loop through the vertices and change one value in some vertices (the color value). In the past this was possible by creating the buffer with the flag D3DUSAGE_DYNAMIC/D3D11_USAGE_DYNAMIC and using IDirect3DVertexBuffer9::Lock or ID3D11DeviceContext::Map to get a pointer.
What is the correct way to do the same in DX 12? As far as I understand, the method ID3D12Resource::Map cannot be used on a default heap because default heaps cannot be accessed directly from the CPU. The documentation says that upload heaps are intended for CPU-write-once, GPU-read-once usage, so I don't think these are equivalent to the "dynamic" buffers. Is the readback heap equivalent to what was called a dynamic buffer? Or should I create a custom heap?
I am thinking to do the following:
-Create a temporary readback heap.
-Copy the data from the default heap to the readback heap using UpdateSubresources.
-Get a CPU pointer to the readback heap using Map and edit the data.
-Copy the data back to the default heap using UpdateSubresources.
What do you think about this?
TL;DR: noob non-coding teacher somehow thinks they can build a narrative educational game in WordPress; plz halp how do I games?
I'm mostly a teacher with no coding background--I played with teaching myself Java for a bit but couldn't really code anything from scratch. I'm interested in developing (as a hobbyist) an educational game that would be a sort of choice-based narrative branching storyline, a bit like Fallen London/Storynexus. Because it's so storyline based and I don't need crazy 3d animation, I'm considering just building it as a WordPress site with a couple of gamification plug ins to handle inventory and choice consequences. The unique hook is that the game requires (suggests really) that the player accomplish real world building challenges to accomplish your goals. I.e. Your character has to cross a river? Get some popsicle sticks or cardboard or whatever and build a model bridge. Take a photo of your bridge and upload it to your portfolio to continue (and maybe I don't develop this feature right away).
I'm in this for three reasons: the educational value for families and teachers, the storyline and world I'm building that I'm super excited about, and the fame and massive wealth (just kidding but it has to have to potential to pay for itself).
Before I sink too much of my life into this, I want to know more about what I'll need to do to make it work.
Specifically my questions are:
1) I get that WordPress isn't optimal for developing games. But can I do it or will I have to learn a new engine because I can't make do what I want? (And if so, what's a better engine with low-to-no coding prereq that will still allow me to sell my game?)
2) How do I budget for a project like this? (The link to the Reddit post about legal fees was very useful thank you)
3) What are the additional considerations when creating a game like this intended for children with adult supervision? (Obviously privacy, and I need to cover my assets in case some kid takes "go build a bridge!" too literally and gets hurt with mama's table saw in the garage...)
4) Is this not the forum for this since what I'm talking about is something more like educational narrative fiction and certainly not the spectacularly complex and amazing projects you all are working on?
Thank you for any and all thoughts.
Being new to DirectX 12 I am looking for examples on how to use threading. I have done lots of OpenGL in the past and some DirectX, but with DX12 the threading magic is gone and I understand that threading is crucial to get good performance. In my project I currently have one thread doing it all. I have one command list, one command allocator, one bundle and one bundle allocator. I also have a million triangles, so it's about time that I start doing this.
How do I split things up? How many threads should I use? How many command lists and allocators?
I realize this is a beginner's question , but I have to begin somewhere. I would be grateful if someone could point me in a direction where I could find a simple code sample, tutorial or something similar. Thanks!
What are some of the best ways to actually sell your prototype or a Proof of Concept to a company? Would a power point presentation be best? Or maybe a video like a teaser trailer to go along with a power point presentation? I'm just trying to get some ideas of how to best go about this.
Hi there. I’m a veteran video gamer but an MMORPG fan since a few years back. Most recently I was hooked on Guild Wars 2, Marvel Heroes Omega and Naruto Online. But it turns out that GW2 came up with completely unnecessary mounts so I stopped playing. MHO was shut down without any solid explanation so I’m left with Naruto even though is not a real MMORPG.
The monetization of these kinds of games –pay-to-win systems, loot-boxes, and general micro-transactions- have had influenced me in the past to even mount premade Private Servers of games like Aion and Jade Dynasty. But nowadays these tendencies are on the rise so I really want a gaming experience free from it completely.
I miss games more focused on player skills but I also like the MMO character growing style. Whit that in mind, I remember Guild Wars, the original, to be a really good gaming experience.
So my question is: Where to start to turn an MMORPG into a single player game?
-I’m not interested in any commercialization or nothing like sort.
-I’ve been able to mount premade private servers.
-I’ve modded quite a few games via tutorials and just experimenting.
Thnx in advance, I appreciate any help/guidance