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Auskennfuchs

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  1. Auskennfuchs

    Help a newb? SharpDX or DX and .net

    Maybe have a look at Unity. It's using C#, it's free and takes care about all the rendering stuff and you can concentrate on creating the actual gaming code. There are tons of tutorials also for using 2D only in Unity.
  2. float4x4 is the output of a matrix multiplication. At least there should be a warning when compiling the shader with implicit truncation or something.
  3. Mmh that's really strange. I would try to replace this complex model to a simple cube, so it's easier to see and debug. Than maybe try to switch from RH to LH, because default on DirectX is the left handed coordinate system. I can't see how you update the matrices but are you transposing them first or have you loaded the shaders with the row/column-major flag (can't remember exactly right now).
  4. Auskennfuchs

    Loading FBX with Directx 11

    @isu diss I think you should work a little bit on your manners here in the forum ;-) Anyways, when the UV is stored per index you have to resolve this list first and duplicate the vertices if more than one index is using the same vertex. You need a list of homogenous pairs of vertex and texture coordinate. x y z u v, x y z u v, .... So everytime you are "reusing" a vertex in the indices you have to copy it and also modify the index in the list to the new copied one. When you just want to load the model and don't do this for educational purposes, may have a look at Assimp. This library is doing all the hard stuff of nearly all 3D-formats for you and gives you a simpler data structure which can be just easily.
  5. You are using a float4 as Position in VertexShaderInput. Are you sure your vertex buffer contains vertices with 4 coordinates? In most cases only vector3 (x,y,z) are stored and you use float4(input.Position,1.0f) as input at the matrix multiplication. Just guessing, but the vertexshader output in your debug view looks good at first sight. One more note: float4 AmbientColor = float4(1, 1, 1, 1); float AmbientIntensity = 0.1; return mul(input.Color, AmbientColor * AmbientIntensity); this will result in a barely visible output because you basically doing input.Color.rgba*0.1 and this will also effect the alpha channel (transparency)
  6. You should read carefully, what the error message is telling you. D3DX11CompileFromFile can't find the file you are trying to load. When you start the executable out of Visual Studio make sure the working path is correct or load your data with an absolute path (not recommended). Default is somewhere in a Debug Subfolder.
  7. Are you using AdjustWindowRect for resizing your window? https://msdn.microsoft.com/en-us/library/windows/desktop/ms632665(v=vs.85).aspx This function makes sure you get the right clientwindow size no matter how big titlebars, menus, borders etc. are. On the other hand you can also adapt you backbuffer to the real clientsize so you can handle every windowsize.
  8. The graphics in the video is real 3D with a topdown camera on a low resolution texture and then scaled up to get the pixelart style. I guess the shadows are created with some kind of bsp-tree to get all walls in the level and then extrude them behind the camera (like watching through a long pipe). so the shadows will automatically overdraw the invisible scene. Maybe they also use a modified projection matrix to draw the shadows with a little more fisheye effect.
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