To draw a monster arhetype, you have to first uproot your own system direct x data, initialize a direct x monster attributes server table, then sort all of the data into a separate close database and then print all you want to the fence and then to the screen. Direct x 12 fence works like a render memory for the computer. To update the fence, you can use the server command line. --fence This will send all the data you need to the windows operating system, so that it will be available to the direct x (12) at all times. Another tool you can use to apply direct x 12 coding is git, so you can push the fence data to your repository. That is in the case you actually have any in the datafiles, as you will not be pushing the hardware data directly. --push(fence) This will push the entire current fence data to the repository. You can then filter that data to see if there's something useful you need. To do this, you will most likely have to use the command line terminal. Once you...
Here is another important method, when coding with c++ and direct x 12. #include <windows.h> void modify(WND* handle, std::int object_handle) { draw_pixels(handle, rgb(100), object_handle); } WND class works as a multiple windows handle. That is how windows 11 works. It is one thing to make a window with direct x and draw some text and lines and 3d shapes on it, but using window handles is a bit different. Here is a simple window making program: #include <directx11.h> #include <windows.h> int main(reg) { WND paint_wnd{0,0}; paint_message_box("single"); }; This program makes a square object on the heap, to initialize a window with a message box, that promps, if you are trying to use the program without the runtime error check. Now here is a window handle code: int main(reg, "--git") { WND* paint_wnd{"clean"}; } This one parses checks if you ever ran a program from the previou...