Archive for the ‘DirectX Tutorials’ Category

Windows 8, Visual Studio 2012, DirectX 11

Thursday, September 27th, 2012

For a short while now I have been working on porting over most (if not all quite yet) of the functionality of the tutorial HMEngine to a DirectX 11 and C++ version of things that I have been calling “Haze”. Recently, quite a few changes have been occurring that greatly affected how I have been going about this and I have once again wiped the project slate clean and started it up again using the new functionality available in Windows 8 and Visual Studio 2012.

One of the major changes I have made to things now that the base engine is in place and working is changing the static ComponentManager class that used to handle all of the Initialization, Loading, Updating, and Rendering of objects. It has now been transformed into a Scene class and a Scene Manager. Using the new setup, I can put together completely independent groups of items, effects, and cameras (one per scene for now) and load and unload any scene at will.

Using the new XAML UI integration in the Windows 8 version of a Direct3D application, I have hooked up the Scene Mananager to a set of buttons and can swap between them with a simple click. Here is a quick screen shot of what I am talking about (albeit with a VERY simple scene):

Scenes

DirectX 11 and C++

Sunday, July 17th, 2011

To try and expand my programming horizons a bit, I am working on a version of the HMEngine (codenamed Haze for the moment) using C++ and the latest DirectX version. It has been a while since I have coded anything large in C++ so I’m sure there will be a bit of a curve getting back into it. I am considering posting this version of the engine as a tutorial series alongside the XNA ones depending on how things go and if I feel the concepts are simple enough for beginning game developers. I may also just put it together as a small demo engine for more of a portfolio use. If anyone has thoughts or opinions about this please let me know in the comments.

Consider XNA

Monday, June 2nd, 2008

For anyone still visiting these tutorials in hopes of learning more about the Managed DirectX Framework and creating games with it, consider the newer and replacement version known as the XNA Framework. Tutorials for an engine just like this (and I think a little bit better) can be found in the XNA Tutorials section.

Take a look

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