DirectX is a set of multimedia APIs from Microsoft aimed primarily at game developers. Popular APIs within the DirectX collection include Direct3D, XInput, and XAudio.
1
vote
1answer
1k views
SDL & Windows 8 Metro WinRT
I am just beginning to dip my tow into game programming and have been reading up on SDL, SFML, OpenGL, XNA, MonoGame and of course DirectX. (Needless to say there are a lot of choices out there)
As ...
3
votes
2answers
774 views
How to fix issue with my 3D first person camera? [closed]
My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the ...
1
vote
0answers
164 views
Smooth Camera Offsets
I am attempting to implement a sort of, smooth camera that has angle offsets from the player as they turn, creating a cinematic effect as well as visual feedback for when the player turns.
Here is an ...
9
votes
3answers
866 views
Pixel-perfect rendering to a rendertarget with a fullscreen quad
I have some trouble rendering a bunch of values to a rendertarget. The values never end up in the exact range I want them to. Basically I use a fullscreen quad and a pixel shader to render to my ...
2
votes
1answer
2k views
Is DXUT deprecated?
I'm starting on a new project and was thinking of using DXUT. On the Microsoft site though, this page says the content has moved to this page. And on that second page, which is an overview of ...
0
votes
1answer
215 views
Quaternion to axis-angle, or ripping apart a full transform matrix
My game entities currently hold a quaternion for their orientation with the ability to return either a 3X3 full rotation matrix (based on that quaternion), or a full 4X4 transform matrix. though what ...
1
vote
3answers
130 views
ID3D10Device creation failure in release mode
My ID3D10Device creation works fine in debug mode but I throws an error in release mode:
DXGI_SWAP_CHAIN_DESC scDesc = {0};
scDesc.BufferDesc.Width = desc.width;
scDesc.BufferDesc.Height = ...
0
votes
0answers
130 views
Setting a Direct3D world matrix by an array
Outside of the DirectX class I have objects that hold their own transform matrix (this is calculated every frame by the physics system) held in a linear array of floats
//rotation Mat|Position
[m0, ...
8
votes
1answer
383 views
How are advanced graphics effects implemented?
I'm curious how 3D effects like spells in Warcraft or Torchlight are implemented graphically. I just finished a book on Direct3D and feel pretty comfortable with it and 3D graphics in general, but I ...
0
votes
1answer
729 views
How to create modular/replaceable game/engine code interfaces with c++
I've spent some time when I can spare it experimenting with c++ and at the same time learning a bit about game programming. I like most thought I'd start with creating a simple game engine but with ...
1
vote
4answers
265 views
What would cause my graphics to stop updating when the mouse is moving?
I'm learning metro development with c++, DirectX, win8 CP, vs11 beta. I've come across some unexpected behavior:
Running the tutorial series ( Direct3D Tutorial Sample 1 ), and any sample or app for ...
2
votes
2answers
336 views
Unexpected results with D3D9 depth bias
I've run in to some problems with the D3DRS_DEPTHBIAS render state after converting an older game's D3D8 renderer to D3D9.
D3D9 replaced the old (and poorly supported) D3DRS_ZBIAS with ...
5
votes
3answers
1k views
Height Map vs 3D Model Mesh
I'm currently working on a 3D PC game (written in C++ and DirectX 9.0) and I'm trying to find the best way to store level data in the memory.
The game's action takes place under the ground, so ...
1
vote
2answers
340 views
DirectX Flicker
I'm using DirectX 9 via SlimDX (C#). My screen flickers a lot during rendering. I dug a little deeper and see that the surface is being cleared early. Here's an example:
...
2
votes
1answer
497 views
Rotating a vector by a quaternion
I am trying to rotate a direction vector (0,0,1,0) by a rotation quaternion in DirectX.
From what understanding, to rotate the vector you must do
NewVector = rotQuaternion * Vector * ...
2
votes
2answers
142 views
Rendering output to arbitary quadrilateral
I want to render output on a device to an arbitary quadirlateral, i.e. project texture on to a quad. What are the possible ways I could implement it?
Till now, I have investigated:
Drawing textured ...
2
votes
1answer
479 views
Reading from a staging 2D texture array in DirectX10
I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. ...
-2
votes
1answer
273 views
How do I create a “wormhole” effect in C# and DirectX
I am trying to create an effect called wormhole effect. I am using a shader file but I am not getting the exact effect. Does anyone have any idea or any smple shader file which can help me?
The ...
0
votes
1answer
187 views
Why can't I create direct3d objects?
I've been programming professionally for years using languages like VBScript, JavaScript, and C#. As a hobby, I'm getting into some c/c++ and games programming with DirectX.
I am running into an ...
2
votes
3answers
498 views
Publishing a game — any way to target both WP7 and Win8 Store?
I'm at a dilemma which seems should soon become an important issue for a lot of developers.
If I build a game in XNA, I won't be able to publish it on the Windows 8 Store, as it would be a classic ...
4
votes
1answer
184 views
Is it possible to programmatically prevent a game from pausing when its window loses focus? [closed]
I'm playing Skyrim in windowed mode and I am trying to create a bot for this game for personal use. I would like to have the bot play the game in the background, while I do other things, the only ...
5
votes
1answer
392 views
Difference between the terms Material & Effect
I'm making an effect system right now (I think, because it may be a material system... or both!). The effects system follows the common (e.g. COLLADA, DirectX) effect framework abstraction of Effects ...
3
votes
3answers
467 views
How do I Fallback to Older DirectX Versions?
I had a feeling that it would be easier to tackle this problem before I got too deep into development (unless, of course if that's a bad idea/the hard way, please inform me...). I'm creating my game ...
2
votes
2answers
956 views
How do I convert matrices intended for OpenGL to be compatible for DirectX?
I have finished working through the book "Game Physics Engine Development 2nd Ed" by Millington, and have got it working, but I want to adapt it to work with DirectX.
I understand that D3D9+ has the ...
3
votes
1answer
2k views
How can I load .FBX files?
I am looking into options for the model assets for my game. I have gotten pretty good with Blender, and want to use C++/DirectX9 (don't need all the excess from 10+), but Blender 2.6 exports .fbx not ...
4
votes
1answer
194 views
What is the purpose of mesh optimization functions?
I remember there is a specific function in Direct3D which optimizes a mesh or a 3D object in some way. What is the purpose of this function? How does it reorganize vertices to make it better?
2
votes
1answer
327 views
Improving the efficiency of frustum culling
I've got some code which performs frustum culling. However, this defines the "frustum" way too broadly- when I have ~10 objects on screen, the code returns 42 objects to be rendered. I've tried taking ...
2
votes
2answers
224 views
Do unused vertices in a 3D object affect performance?
For my game I need to generate a mesh dynamically. Now I'm wondering does it have a noticeable affect in FPS if I allocate more vertices than what I'm actually using or not? and does it matter if I'm ...
4
votes
3answers
618 views
CUDA 4.1 Particle Update
I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each ...
1
vote
2answers
475 views
XNA 4.0 Point Vertex Rendering
I have a buffer of about 134 million particles and a very powerful computer to render them smoothly, but I am getting an error when trying to render them as primitive lines. It says that I cannot ...
3
votes
1answer
786 views
How is constant buffer allocation handled in DX11?
I'm starting with DX11 and I'm not sure if I'm doing the things right. I want to have both pixel and vertex shader program in one file. Both use some shared and some different constant buffers. So it ...
1
vote
1answer
259 views
Frustum culling with an octree: one AABB per bone or one AABB per object?
I've constructed an octree for use in frustum culling. The question is, should I insert an AABB for each bone of each object, or just the one AABB for the object?
1
vote
1answer
408 views
Why does my ID3DXSprite appear to be incorrectly scaled?
I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that.
Before adding the buttons ...
0
votes
3answers
2k views
Should I go with OpenGL to see my future in Game Development industry? [duplicate]
Possible Duplicate:
Should I continue studying OpenGL or just switch to DirectX to give me a better chance of landing a job in the game industry?
I tried Google but found quite old ...
9
votes
3answers
528 views
Is there any advantage in using DX10/11 for a 2D game?
I'm not entirely familiar with the feature set introduced by DX10/11 class hardware. I'm vaguely familiar with the new stages added to the programmable graphics pipeline, such as the geometry shader, ...
3
votes
1answer
178 views
Preventing banding textures in DirectX
I have a 3D scene that I've tried rendering in Direct3D 10 and using WPF's 3D framework. Obviously, going directly to Direct3D is producing far better performance but I am getting banding which ...
4
votes
1answer
118 views
ID3D Query Where should I put them?
I'm currently trying to time different parts of my rendering to see how long it takes. I've got the queries working and I'm getting some results.
My question is where should I actually start and end ...
4
votes
1answer
312 views
Directx11 / Tessellation
What is so special about directx 11's dynamic tessellation? Can't it be implemented by hand, and just render geometry tessellated by your own code using older versions of directx? What are the ...
1
vote
1answer
128 views
Render TIny.x bones in Direcx 9
I would like to render the bones of the Tiny.x animated mesh. I know there are 35 bones, and I know their names, but I'm having trouble with each bone's matrix. Do I need to convert the matrix with ...
0
votes
1answer
168 views
Directx and Open Libraries list? [closed]
I've just been looking for comparissons between open and proprietary frameworks and libraries. More so just to get an idea of what exists than how they compare.
For example:
We have
DirectX ...
2
votes
3answers
869 views
Tutorials for Managed DirectX development? [closed]
Are there any good tutorials, for someone new to DirectX development? I'd like to use the SharpDX library in a project, but am completely new to this sort of graphics programming. I'm looking for a ...
2
votes
1answer
254 views
Ogre 3D Visibility Advice
I would like an advice about some real-time rendering optimization.
I'm rendering a BSP level, by only using the mesh, textures, entities, and lightmaps, not using VIS at all.
I'm trying to make my ...
3
votes
3answers
371 views
DirectCompute information
I've been trying to make use of the GPU as part of a project of mine. I've looked into both CUDA and OpenCL, but the lack of information showing you how to introduce these into a project is shocking. ...
0
votes
2answers
307 views
Which are the most complete DirectX game or technical demo with source available
I have found plenty of games with source for OpenGl, but so far I haven't found anything like that for DirectX. There are plenty of examples in the SDK, but they are very basic and usually they just ...
3
votes
1answer
771 views
How do I create a decal system?
I'm currently given the task to design & create a simple decal-system in C++/DirectX.
Does anybody know a great tutorial, article or paper to start with? (Especially the part about 2D-texture to ...
0
votes
1answer
364 views
Forcing a game to use Direct3D WARP
I am making a study for a research project that involves measuring the performance and quality impact of rendering 3d games using a software rasterizer (like WARP).
I wonder if there is a way to ...
0
votes
3answers
861 views
For learning purposes only, is creating a game engine or using one such as Unity3D or UDK better?
Alright, let me start off by saying this: I've seen multiple threads comparing creating custom game engines to already created game engines such as Unity3D or UDK, but none of the threads I've found ...
3
votes
1answer
394 views
Learning to code first game, few questions on basic game development and 3D
I've been programming for a while, and I'm concurrently learning how to make a basic game and slimdx, and wanted to talk to someone to hopefully get a few pointers. I've read that Tetris is the ...
14
votes
2answers
380 views
Coding for a really, really high-resolution display array
I've been tasked with building a real time "full screen" demo to run on a 5x2 array of 60+ inch LED TVs: or, in other words, a 20 megapixel display.
We've got a machine built that can run a single ...
2
votes
2answers
581 views
Multiple render targets and gamma correctness in Direct3D9
Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once.
Now if you want to have a ...
