Skip to main content

direct x coding, part 5

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 have the data in the repository, see if there's
something that you actually need. The graph I made in second part
was printed by the fence. I wouldn't want to bother coding a program,

that makes a window, because there is already a tutorial made that
does that. And there is another tutorial made you can find on the
web on Google that explain how the fence works, regarding making

windows. Instead I'm making one that helps you understand how the
fence and the video pipeline work. To understand how to use direct x
12 code works is an opportunity and a important tool asset to have.

Comments

Popular posts from this blog

static mesh render

Static mesh is a data compound of a three dimensional object in time and space. To render one, it takes a one big storage file that contains all the data about the object. That data has to be stored on a disk drive. The really tricky meshes to render are the flying ones. It's a completely different air pressure. The data gets written to a game memory log, it's a massive multiplayer online game, otherwise in the cloud, like Steam. To render one, the data from the level and monster data files to the monitor handling chip. Monitor handling chips vary based on personal computers, lap tops, operating system, processor and graphics car. Before a three dimensional object can be rendered it has to be fixed on memory, either random access memory or the disk drive recovery point. A three dimensional object data can take quite a large amount of memory, especially those used multiple times. Steam Cloud has it's own of handling data, so that it is persistent. A level is made of static m...

object render

To render objects with c++, it is first required to load them on the engine's heap. After loading the object it has to be integrated into the game engine's allocated memory. void integrate() {     direct_x_node.call(); } Modern games(after doom 2) take an insane amount of heap memory. Integrating all the objects on the level, can take 400 mb or random access memory (ram). The same memory has the chip effect on the working of the central processing unit. To completely render the object, the first step is to load all the textures, shadow models, parts, particles, inner model, render the object on the level map, all the corelations with the heuristics. It is very hard to render the inner part of the objects, such as anatomy or infra structure. While it is perfectly fine to just render the inner part to not be displayed.  The anatomy of a player character or non player can be seen on the outside, and the internal strurcture of a level object such as a building, including the ...

object render, part 4

Object is either two dimensional, or three dimensional. Even abstract ones. People imagine c++ game objects as a part of a class on a graph chart, to understand the game and development mechanics. But they are really two dimensional, iso metric or three dimensional. They can be seen on the level or the level map, in other words, about 90% of used classes. Even server objects can be seen on the game, if there is any blue print or underlying real world net working mechanism. So in other words, the class objects can be used in game. They have to be dimensional. //PvE class Monster {     std::vector<int>  head_memory{};     std::vector<int> body_particles{}; public:     int get_memory(int element);     int get_particles(int element);     int get_head_memory_size();;     int get_body_particles_size(); }; Monster's head memory is used for AI render, the body particles list is used for rendering. 60 frames per second...