Programming an RTS Game With Direct3D. Contribute to Alriightyman/RTS development by creating an account on GitHub. Find File. Clone or download. Programming an RTS Game with Direct3D Citation Count: 1 · Downloads ( cumulative): n/a · Downloads (12 Months): n/a · Downloads (6 Weeks): n/a. Programming an RTS Game with Direct3D is such a reference. The book provides a site? Get your site here, or download a FREE site Reading App.

Programming An Rts Game With Direct3d Download

Language:English, Japanese, German
Genre:Academic & Education
Published (Last):10.03.2016
ePub File Size:18.66 MB
PDF File Size:8.24 MB
Distribution:Free* [*Sign up for free]
Uploaded by: SOILA

This books (Programming an Rts Game with Direct3d [PDF]) Made by Carl Granberg About Books none To Download Please Click. Programming an RTS Game with Direct3D provides intermediate programmers with a step-by-step implementation guide for programming a complete RTS. Size: KB Downloads: Upload time: Uploader: 袁一明. Description: Source Code for Programming an RTS game with Direct3D.

For example, fog of war is described, yet the author presents no implementation details. As long as the algorithms were discussed, I could always port the code to another API myself. Chapters 9, 10, 11, and 20 are fully DirectX specific.

Chapters 12 through 14 cover additional graphics topics. That would be great, except I didn't need a graphics book. I'm not sure why the author feels a presentation of Bresenham's algorithm is in order p Chapter 17, while not about DirectX, is highly Windows specific. I can't say whether the DirectX code the author presents is quality or not, but if you are a DirectX programmer perhaps the book might appeal to you more.

Source Code The author states in a note: "For this book, there was a lot of rewrite in order to make things more consistent and readable. I do not code this consistently or perfectly in real life.

The author uses assignments in constructors where initializations are preferred. He also writes a standalone memory allocator instead of overloading operators new and delete p The source code has absolute paths in its include directives p The author employs leading underscores in his header guards p , and is not afraid to copy header declarations in order to decrease compile time p, The author seems to miss the point of object-oriented programming, using inheritance to save typing p Clearly the relationship should be containment, thereby expressing "has-a" as opposed to "is-a.

The most intriguing error I see is premature optimization. For example p , the author "optimizes" a structure to 13 bytes, while noting that floating point members might increase its size.

Yet padding would dictate that the structure occupy 16 bytes anyways, and indeed, that proves to be the case using the egcs One note the author writes p is just plain wrong, apparently confusing the const and static keywords. The author also employs an incorrect syntax for bit fields p The author presents too much utility code. For example, not only does the author present seven and a half pages of container implementation, he repeats it later "for reference" p, Another seven pages of container implementation are, in the author's words, "nearly identical" p Finally, if the reader needs yet another string class, one is presented p Editing I'm not sure if the book was rushed or just poorly edited.

Some paragraphs are just hard to understand, bordering on incomprehensible. But more often I find the author rambles, often repeating a paragraph, only slightly rephrased p31,32, The author writes in a confident tone, almost cocky. He is not afraid to tell the reader when his code is really good, although to be fair he also occasionally admits its shortcomings.

Also, he seems to have an opinion on everything. I just think a little restraint would give his words more weight.

The gratuitous source listings should not have made it to publishing. I especially don't appreciate the author merely dumping unexplained untested code into the manuscript p I think strong editing could have helped those problems, and also imposed greater focus on the material.

There seems to be a real confusion as to reader's skill level, which is supposedly intermediate to advanced. The author talks of the complexity of a doubly linked list as if the reader had never seen one before p Pedagogical Issues The most glaring omission in this book is a sample game implementation. Instead, we are presented with libraries, code fragments, and demo apps. The book could benefit from standard textbook fare: checklists, summaries, exercises, and the like. I find the index to be lacking.

This means significantly reduced draw call overhead, and many more draw calls per frame. Command lists and bundles In Direct3D 11, all work submission is done via the immediate context, which represents a single stream of commands that go to the GPU.

To achieve multithreaded scaling, games also have deferred contexts available to them, but like PSOs, deferred contexts also do not map perfectly to hardware, and so relatively little work can be done in them. Direct3D 12 introduces a new model for work submission based on command lists that contain the entirety of information needed to execute a particular workload on the GPU.

Each new command list contains information such as which PSO to use, what texture and buffer resources are needed, and the arguments to all draw calls. Because each command list is self-contained and inherits no state, the driver can pre-compute all necessary GPU commands up-front and in a free-threaded manner. The only serial process necessary is the final submission of command lists to the GPU via the command queue, which is a highly efficient process.

Stay informed

In addition to command lists, Direct3D 12 also introduces a second level of work pre-computation, bundles. Unlike command lists which are completely self-contained and typically constructed, submitted once, and discarded, bundles provide a form of state inheritance which permits reuse.

For example, if a game wants to draw two character models with different textures, one approach is to record a command list with two sets of identical draw calls. In the latter case, the driver only has to compute the appropriate instructions once, and creating the command list essentially amounts to two low-cost function calls. Descriptor heaps and tables Resource binding in Direct3D 11 is highly abstracted and convenient, but leaves many modern hardware capabilities underutilized.

Shaders in turn read data from those explicit bind slots which are fixed at draw time. This model means that whenever a game wants to draw using different resources, it must re-bind different views to different slots, and call draw again.

This is yet another case of overhead that can be eliminated by fully utilizing modern hardware capabilities. Direct3D 12 changes the binding model to match modern hardware and significantly improve performance. Instead of requiring standalone resource views and explicit mapping to slots, Direct3D 12 provides a descriptor heap into which games create their various resource views.

Real-Time Strategy Game Programming Using MS Directx 6.0 (Wordware Game Developer's Library)

This provides a mechanism for the GPU to directly write the hardware-native resource description descriptor to memory up-front. To declare which resources are to be used by the pipeline for a particular draw call, games specify one or more descriptor tables which represent sub-ranges of the full descriptor heap.

As the descriptor heap has already been populated with the appropriate hardware-specific descriptor data, changing descriptor tables is an extremely low-cost operation.

In addition to the improved performance offered by descriptor heaps and tables, Direct3D 12 also allows resources to be dynamically indexed in shaders, providing unprecedented flexibility and unlocking new rendering techniques. As an example, modern deferred rendering engines typically encode a material or object identifier of some kind to the intermediate g-buffer. In Direct3D 11, these engines must be careful to avoid using too many materials, as including too many in one g-buffer can significantly slow down the final render pass.

With dynamically indexable resources, a scene with a thousand materials can be finalized just as quickly as one with only ten.

Modern hardware has a variety of different capabilities with respect to the total number of descriptors that can reside in a descriptor heap, as well as the number of specific descriptors that can be referenced simultaneously in a particular draw call.

With DirectX 12, developers can take advantage of hardware with more advanced binding capabilities by using our tiered binding system.

Developers who take advantage of the higher binding tiers can use more advanced shading algorithms which lead to reduced GPU cost and higher rendering quality.This excitement has led to a steady stream of articles, tweets, and YouTube videos discussing DirectX 12 and what it means to gamers.

Post navigation

The more I read, the more disappointed I became. Typically, when game developers decide to support DirectX 12 in their engine, they will do so in phases. Value Is this book worth it?

However, there was more DirectX coverage than I had bargained for. The author seems to miss the point of object-oriented programming, using inheritance to save typing p Source Code The author states in a note: "For this book, there was a lot of rewrite in order to make things more consistent and readable. This delays hardware state setup, which means extra overhead, and fewer maximum draw calls per frame. Even though the book was written using DirectX, it promised to cover game objects, landscape, pathing, and other such topics.