Criminal
03-20-2009, 11:43 AM
Hi, i have a question concerning implementation design of a small graphics engine, but first, as im new here i would like to introduce myself :)
skip to 'Question' written in bold if your not interested
My name is Reegan, im 19 and ive been programming in C++ for about a year and 3 quarters and also have experiance with Win32 and DirectX 9 API's (except sound with directx). I also have an extensive background using gamemaker ( my first game creation tool ) and some experiance in 2D and 3D graphics.
When i was young i used to love playing games all the time, i remember falling asleep at the controller while half way through a Legend of Zelda game at one point which has happend a number of times throughout various points in my life. However my focus now is more on developing games as oppose to playing them as i find it to be 10x as much fun and games these days arnt what they used to be.
My favourite kinds of games are ( in order ):
1. RPG's
2. Platformers
3. FPS'
4. MMORPG's (only RPG)
Question:
Ok, so im waiting for a delivery on the book Introduction to 3D Game Programming with DirectX 10 and was wondering if any OO directx 10 programmers here would be kind enough to share with me thier C++ class implementations of directx 10 with a short description of each classes purpose.
I have gone through the tutorials on msdn ( same ones contained within the documentation of the SDK ) and it is infact some-what different from 9.
Anyways, if you cant show me your class implementations then that is fine. Maybe you could take a look at mine and give me some very welcome advice.
DirectX 10 classes
GraphicsDevice - handles all tech details for the graphics
SwapChain - stores information on a render target buffer swap chain
Scene - handles all rendering (eg. DrawSprite(...), SetMode( Wireframe ), etc )
Camera - handles the viewing of the world
Image - stores/manipulates data for a static image
Sprite - stores/manipulates data for an animated image
Mesh - stores/manipulates data for a static mesh
Model - stores/manipulates data for an animated mesh
- Maybe more to come?
This is more of a design question than a programming question, ( most of my game dev friends moan at me for fussing over design to much, so maybe you would want to also? lol )
Thanks all!
~Crim
skip to 'Question' written in bold if your not interested
My name is Reegan, im 19 and ive been programming in C++ for about a year and 3 quarters and also have experiance with Win32 and DirectX 9 API's (except sound with directx). I also have an extensive background using gamemaker ( my first game creation tool ) and some experiance in 2D and 3D graphics.
When i was young i used to love playing games all the time, i remember falling asleep at the controller while half way through a Legend of Zelda game at one point which has happend a number of times throughout various points in my life. However my focus now is more on developing games as oppose to playing them as i find it to be 10x as much fun and games these days arnt what they used to be.
My favourite kinds of games are ( in order ):
1. RPG's
2. Platformers
3. FPS'
4. MMORPG's (only RPG)
Question:
Ok, so im waiting for a delivery on the book Introduction to 3D Game Programming with DirectX 10 and was wondering if any OO directx 10 programmers here would be kind enough to share with me thier C++ class implementations of directx 10 with a short description of each classes purpose.
I have gone through the tutorials on msdn ( same ones contained within the documentation of the SDK ) and it is infact some-what different from 9.
Anyways, if you cant show me your class implementations then that is fine. Maybe you could take a look at mine and give me some very welcome advice.
DirectX 10 classes
GraphicsDevice - handles all tech details for the graphics
SwapChain - stores information on a render target buffer swap chain
Scene - handles all rendering (eg. DrawSprite(...), SetMode( Wireframe ), etc )
Camera - handles the viewing of the world
Image - stores/manipulates data for a static image
Sprite - stores/manipulates data for an animated image
Mesh - stores/manipulates data for a static mesh
Model - stores/manipulates data for an animated mesh
- Maybe more to come?
This is more of a design question than a programming question, ( most of my game dev friends moan at me for fussing over design to much, so maybe you would want to also? lol )
Thanks all!
~Crim