I stopped native directx programming a few years ago. I thought that I don't have to use it directly anymore. I thought that It is OK to understand it.
But the day before yesterday, I opened directx11 tutorial project. I am planning to write an engine with directx11 features only. hmmm I just succeeded about importing FBX static mesh file. FBX is much easier that 3dsmax sdk.
Why am I doing this now? In the age full of free or cheap excellent engines like udk/unity3d?
Yes, just reading the code is not enough, After writing down the code from scratch, I really understand the things.
Now I am familiar with the concept of resource view and some other d3d objects. The next small objective would be animation. I would reference game engine architecture book for animation data structure.
And after some considering, I've decided that not using seprated vertex buffers for position/normal/tex things. It could be convenient a little. but for performance reason, most engines does not seem to use that feature. but gothic3 game seems to use similar technique(buffer streaming feature in d3d9).
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