Freddy Indra Wiryadi

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About Freddy Indra Wiryadi

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  1. Transformation matrix in geometry shader ?

    Thx Jason.. Found out the problem, it's on my IASetPrimitiveTopology in my particle class =)
  2. Hi, are there any differences between doing the transformation from world space to screen space on vertex shader and geometry shader ? I am doing it in geometry shader right now but the objects aren't displayed properly on screen.. before, when I am only using vertex shader and doing the transformation there, the transformation works correctly.. Here is some piece of my code on geometry shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct GeometryInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; float pSize : PARTICLE_SIZE; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; void GS( point GeometryInputType vert[1], inout TriangleStream triStream ) { PixelInputType output; GeometryInputType temp; //1 temp = vert[0]; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(temp.position, worldMatrix); output.position = mul(temp.position, viewMatrix); output.position = mul(temp.position, projectionMatrix); output.tex = temp.tex; output.color = temp.color; triStream.Append(output); etc etc etc....
  3. I think I would have around 4-6 hours effective time per day. I am quite hesitant whether it's enough to finish everything in time, but I really want to do this for my thesis (instead of some other potential topics that came up in my mind).   Hopefully I can create particle systems that's not too complex utilizing compute shader, but sufficient enough for performance test. Thx for your opinion
  4. I am not going to use any external script in this case. Yeah, comparing it with general particle systems which is computed by the CPU.
  5. Hello, I am new to DirectX (never touched directX) and currently I am going to start my Bachelor Thesis, which is to render a particle systems with dx11 compute shader (C++) and test the performance advantage of it. My related prior experience: - C++ language - learning the very basic stuffs of OpenGL & Computer Graphics - creating simple 3D strategy game with C++ & DarkGDK + Lua - creating 3D FPS game with Unity3D - creating simple 2D HTML5 Game with javascript - playing around with game development/game programming (the high level approach)   I seldom go low level like directX, now I want to try it, and I really need your information, do u guys think I can manage to finish it in around 3-4 months ? (for my bachelor thesis)   What's the approximated time to learn rendering a moderate particle systems with dx11 compute shader ?   (based on my prior experience stated above)   I heard that Compute Shader is on advance category, is it that difficult ?   Really appreciate your help
  6. Has anyone ever tried to code directX in visual studio 2012 for Desktop app ? Can anyone help me with how to start it ? I have been searching everywhere but with no luck.. I only know that DirectX SDK is now part of the Windows SDK in VS2012, so there is no need to download additional thing to start using directX.. Just for clarification: I am talking about DirectX for desktop app, NOT windows 8 store app..   in VS2012 for windows 8 store app, there is this option to start directX Project: [spoiler][/spoiler]   But in VS2012 for Desktop app, there is no such option: [spoiler][/spoiler] So what should I do ?
  7. Hi, I am going to have a project on creating games for the new Windows 8 Platform using Visual Studio 2012. I can't seem to find any good or reliable game engine or library for creating a game for Windows 8 Platform. I can't use Construct 2 because it is drag and drop tool with no programming required. Any suggestion ?