tag:blogger.com,1999:blog-45741558982884099222024-03-05T02:08:09.773-08:00Randomchaos: Graphics Adventures in C++ with DirectX 11Me getting into C++ and DX11 and posting the results...Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-4574155898288409922.post-91243142178147163282013-12-22T16:33:00.001-08:002014-01-07T07:55:47.824-08:00Learning Windows 8 Game Development Written by Michael Quandt
Packt
I have reviewed one or two books that have been published by Packt publishing, and I have to be honest, the content, while normally accurate, has been a little thin on the ground. I am pleased to say, not with this book!
I am pleased to say this as I have known the author for a number of years. As is the case with on line communities, I have never met him physically, but I have known Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com0tag:blogger.com,1999:blog-4574155898288409922.post-51866972947221196982013-08-02T11:24:00.001-07:002013-08-02T11:24:00.400-07:00HLSL Development Cookbook By Doron Feinstein Published By Packt PublishingA number of weeks ago, I was asked by Packt Publishing to review this book, they gave me access to the eBook version of the book. Normally I am not to keen on reviewing books, but as this was based on a topic close to my heart (HLSL) I thought I would give it a go. The book is made up of six chapters, which for a book priced at (hard back) £30.99 seems steep, I guess you can get the eBook for £Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com0tag:blogger.com,1999:blog-4574155898288409922.post-54006403306135098012013-01-30T02:04:00.001-08:002013-01-30T02:04:35.859-08:00Current State Of Play with my C++ EngineSo, I have been quite for a long time, life has a habit of getting in the way like that though, I am sure if you are a regular follower of my blog(s), you know I have a tendency to pop in and out. That said, I am doing a few things, still working on an XNA game (Killer Core) with Mark, have also been participating in an 8WeekGame competition, as well as try and port my existing XNA engine to Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com2tag:blogger.com,1999:blog-4574155898288409922.post-77102108126847808642012-12-24T02:40:00.001-08:002012-12-24T02:40:14.440-08:00Merry Xmas 2012 & a Happy New Year!Just wanted to drop you all a note with some festive cheer, also so you know I have not totally dropped off the grid. I seem to go through times when I just stop posting, then Ill go mad again and put a load of stuff out, I guess it’s all down to the ebb and flow of my life. At the moment I have been evolved in the 3rd 8 Week Game Competition and I’m having a load of fun creating my game for it Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com0tag:blogger.com,1999:blog-4574155898288409922.post-23873701179335222032012-09-21T12:01:00.001-07:002012-09-21T12:01:09.089-07:00Killer Core–Reloaded So, I have been quiet for a bit, and this is why, Killer Core. Way back when I was first getting into XNA I started this game, based on an old classic ZX Spectrum game called Starquake and I loved that old game. I have to say a big thanks to Mark Neale as he has taken on the mantle of Physic programmer on this project and without his input, I/we would be no where near this stage. We are still a Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com0tag:blogger.com,1999:blog-4574155898288409922.post-51999702605198638112012-08-08T13:28:00.001-07:002012-08-08T13:28:23.122-07:00Axis Aligned Rectangles So, what are you looking at in that clip? Exactly what the title of this post is eluding to, a Rectangle structure that can be used to detect collision like the one we have in XNA. I have kept it Axis Aligned just like the intrinsic XNA one. If you don’t know what I mean by Axis Aligned, then have a Google or a Bing for it, it basically means that the collision detection is done based on the Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com2tag:blogger.com,1999:blog-4574155898288409922.post-30396608135247706412012-08-03T14:25:00.001-07:002012-08-03T14:25:34.757-07:00Render Targets So, done a bit more on my library, not only do I have a working SpriteBatch class, I have also given the option to be rendered instanced :), so once I got that all working, I decided the next thing for me to look at are Render Targets. As you can see from the clip, I have it working, but there is an issue in there that I want to get sorted before I move on, I am not totally sure why it’s doing Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com1tag:blogger.com,1999:blog-4574155898288409922.post-61128130160121845762012-07-23T14:44:00.001-07:002012-07-23T14:44:28.006-07:00XNA Samples in C++So I was looking at one of the 2D samples on the creators club site, namely this one, where MS show how to use XNA to create a quick 2D shooter. I thought this would be a good test to see how far I am with my library as far as my sprite batch code goes, and hoped it would show up a few issues (which thankfully it did) Now, due to my poor C++ I still have a number of issues, so I wont be putting Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com6tag:blogger.com,1999:blog-4574155898288409922.post-84455338871706693042012-07-19T15:54:00.001-07:002012-07-19T15:54:45.199-07:00RandomchaosDX11Lib & SpriteBatch So, since the last post, I have started to create a XNA like library for me to use while learning all this new gubbins. I know Shawn has already started a DXToolKit, and I have to say I have lifted a tone of code from it to get my library working, but to get it working in what I had already written was proving to be difficult due to my total lack of C++ knowledge, but as this is for my Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com0tag:blogger.com,1999:blog-4574155898288409922.post-66309223071488976392012-07-10T05:43:00.000-07:002012-07-10T06:20:06.497-07:00Putting it all togetherSo, we have a pretty simple framework now for defining objects in our game world, but we really need a class for things we want to render in the world, so we will create the RC3DBaseDrawableObject class, as before, create a class and call it RC3DBaseDrawableObject and set it’s base class as IDrawable
We also want this object to be updatable and have all the goodies we have in our RC3DBaseObject,Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com12tag:blogger.com,1999:blog-4574155898288409922.post-37221985776236953482012-07-06T15:13:00.001-07:002012-07-06T15:13:18.484-07:00A Basic FrameworkIt’s been a pretty heavy week for me learning and re learning C++. Having been a C# developer for so many years, going back to C++ has been…interesting. From the perspective of a C# developer taking up C++, you realize just how lazy you can be in C#, C++ does not afford you that luxury, you have to keep your eye on the ball at all times. I am pretty sure that the post(s) I am writing now, will Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com2tag:blogger.com,1999:blog-4574155898288409922.post-27840953256889145172012-07-04T07:52:00.001-07:002012-07-04T07:53:24.696-07:00Looking at what’s next..Here is a quick clip of the sort of things we will be looking at in the next post. I know it’s all 3D, so those of you not keen on 3D, don’t worry I will get around to rendering sprites… Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com0tag:blogger.com,1999:blog-4574155898288409922.post-81024351253723848502012-07-03T14:08:00.001-07:002012-07-03T16:22:01.178-07:00Keyboard Input Using DirectInputNot the most important thing I know, but wanted to add it in here before we move onto creating a camera and then rendering some geometry.
We are going to use DirectInput to manage the capture of the keyboard state, in the RandomchaosDX113DUtility.h header file we are going to add the following include
#include <dinput.h>
Now we will define a number of methods to our utility class, a Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com2tag:blogger.com,1999:blog-4574155898288409922.post-54155447430187881832012-07-02T14:00:00.001-07:002012-07-03T14:12:32.627-07:00Errors & OmissionsIn the last post I mentioned having to set the project up so that in has access to other DirectX libraries to avoid linker errors, and just to illustrate the errors you may encounter if you forget to link the needed libraries.
Now I have removed the d3d11.lib from we get the compile errors above, not too informative are they, in fact, there is nothing in there to make you think that this is an Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com0tag:blogger.com,1999:blog-4574155898288409922.post-86682449666656691552012-06-29T14:42:00.000-07:002012-06-29T15:39:32.071-07:00Lets go…So, the first chore I set myself was to find out how to create a window and a graphics device, and that's what I am going to cover now.
Before I start, I do have the long term goal of creating an engine for DX11, like I did with XNA that I can then use to set up and test my ideas on, this post won't contribute to that engine, in fact, it may be a while before my code become coherent enough to Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com8tag:blogger.com,1999:blog-4574155898288409922.post-65720739161727759272012-06-28T08:34:00.000-07:002012-06-28T08:34:33.617-07:00In The Beginning....For me, there was XNA and DirectX9; and I absolutely love using XNA. It's major advantages to me starting out was the fact it was in C# (the language I use at work), and it had a truly awesome community. Not just the MVP's that would help us all out (I even became one!), and the XNA team, but all the people that posted on the XNA creators club site, and sites like Ziggyware.
But, alas Charles Humphreyhttp://www.blogger.com/profile/10935746329039730399noreply@blogger.com11