Windows 8 game development tutorial-2. About resources and tools

Source: Internet
Author: User

Http://www.cnblogs.com/crazylights/archive/2011/10/17/2215742.html

The understanding of the main loop of the game, frame and frame animation is very important.

Common design patterns and coding debugging skills are also very important.

However, it is a bit difficult to say. The language and text cannot help you at the above two points. Practice and understand it by yourself.

Let's talk about resources and tools.

Many people are confused about how to make a game. There is a simple way to make it clear that there is no difference between a game and an application.

However, the requirements for graphics are a little bit so you often need to develop a variety of functions based on the frame refresh graphics system.

If the foundation is not reliable, it may be a little confused.

In other directions, I believe the application will be written.

 

Because the metro app is published by package, you need to include the resource file in the project and select content for build action.

This tutorial only provides the loading method from the package.

You can also consider downloading.

 

 

Today, we will mainly discuss the first form.

First of all, in Windows 8, I think the traditional UI can be used for game UI. Do you think flashui is not popular now? Therefore, you can also use XAML to create the UI. You can directly edit this part of the resource and press no table first.

In D2d d3d, the following resources are required: d2dbitmap d3dtexture d3dmesh shader

This is not suitable for tutorials. There is no fixed path for designing resource systems.

I can only introduce how I do it, and what I do.

First, d2dbitmap and d3dtexture are both textures. Here I support texture2d, cubemap, and texture1d.

In this example, I plan to replace cubemap with polar coordinates. texture1d can be replaced by texture2d in any scenario.

So d2dbitmap and d3dtexture should be the same source, and it is better to support more formats.

Therefore, the interface is designed to load a bitmap from the file first, and then use this object to create a d3d texture or D2d bitmap.

 

Then the model and shader

I have set a simple format for the model, write a tool to export data from fbx, and use xna4 vs2010 to develop the model.Code.

Fbx is a good choice. fbx can be exported by mainstream 3D development tools.

Shader: dx11 supports loading bytecode. You can use fxc to compile it into bytecode as a resource file in advance.

For the convenience of debugging, we adopt a method even if it is compiled.

 

First, you have to use this file as a resource package into the file package. It is required for real-time compilation.

Then, the FX file is used as a resource and the string compilation is read from it.

 

Tools:

3 DMAX or other model editing tools

Phoneshop or other image processing tools

Fbx Conversion Tool, the one above.

Https://crazylights.googlecode.com/svn/CLReach/win8/fbxconv

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