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Author Topic: DirectX Graphics System Port *Forthevin*  (Read 31151 times)
Offline (Male) Goombert
Posted on: April 29, 2013, 12:35:33 pm

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Ok as you all know I outlined or created the shell for my DX graphics port, now however the current MinGW version we use does not include the DX10/11 headers only the DX9 headers. This leaves us with two options...

1) Use a newer MinGW
2) Add Windows SDK as a dependency to the system

We would probably have to go through a bunch of bug fixes for MinGW but that's what I am most in favour of because there are no extra instalments required. The DirectX SDK is now a part of the Windows SDK since June of 2011, so you have to install everything with that and it takes about 3 hours. I would also rather not have to write it for Windows SDK and then have to redo all the make files for the MinGW headers.

**** MSG FOR FORTHEVIN ****

I have got everything working with the Windows SDK and am able to include the DX10 headers, but I am not able to decipher a darn thing about this Windowing system or to be able to creating the d3d device from within the graphics system without screwing up the windowing system, could you possibly help in ambiguating the window class to work with the DX graphics system? You seem to know more about that part than I do  :(

It is also possible for us to static link DX10, MinGW does come with the DX10 and DX11 shared libraries, then no Windows SDK installation would be required, it just requires someone who knows what they are doing with the makefiles to set the system up for me :P I can manage just fine writing the DX port after that, I just need the graphics device and windowing worked out.
« Last Edit: April 29, 2013, 11:31:32 pm by Robert B Colton » Logged
I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Male) Josh @ Dreamland
Reply #1 Posted on: April 29, 2013, 12:38:10 pm

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A newer MinGW is always better, if it actually works with ENIGMA. You won't get the SDK to compile in MinGW, anyway. It uses a thousand nonsensical Microshit extensions to C++. Because that's how good they are at coding in proper C++.
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Offline (Male) Goombert
Reply #2 Posted on: April 29, 2013, 12:42:42 pm

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Yah I would rather just get the newer MinGW version but that means everyone else has to upgrade as well :P and you guys will bitch me out for it most likely. Why I gotta update? Why you gotta change so much? Why cant everything always be perfect?  :D
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Male) Goombert
Reply #3 Posted on: April 29, 2013, 05:55:41 pm

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Scratch that I worked it out, as soon as you install the Windows SDK MinGW can find the DirectX 10/11 headers, users will just be required to install that if they intend to wirte a DX port of their game until they are prepackaged with MinGW by default.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Unknown gender) forthevin
Reply #4 Posted on: April 30, 2013, 06:07:03 pm

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Hey Robert, I don't know much about the Windows API or DirectX, so I don't think I can help you there. If you have trouble figuring out the Windows API, it may be a good idea to find a tutorial on it and follow it; understanding the APIs makes it much easier to work with them.
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Offline (Male) Goombert
Reply #5 Posted on: May 01, 2013, 05:01:34 pm

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hrm, well as soon as someone creates a bridge for the windowing system I can start with the DX port, I just don't know how the window system exactly works forthevin that is all, and I failed miserably at even exposing the window handle to the graphics system, that alone would make it possible for me to create the graphics device within the graphics_initialize call :P

and besides, polygonz keeps saying hes going to work on OGL1, which I do not want as it is being deprecated, he has proper DX10 and DX11 support, id rather he spend his time working on a good port, as with all the other developers
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Unknown gender) TheExDeus
Reply #6 Posted on: May 02, 2013, 01:35:55 am

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I am fine with OGL.
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Offline (Male) Josh @ Dreamland
Reply #7 Posted on: May 02, 2013, 09:19:57 am

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DirectX will provide more native support for things for which GL needs extensions. Half our userbase won't be able to use OGL framebuffer objects, even though they can use DirectX render targets. Same mechanism, different name; Intel only supports the Microshit naming scheme. After all, why bother adding support for querying a GL capability that's exactly the same as an MS one, if no one's paying you for the GL version?

That said, DX really is an endeavor worth pursuing. It's the "correct" graphics library on Windows.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
Offline (Male) Goombert
Reply #8 Posted on: May 02, 2013, 02:14:36 pm

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Yes Deus, Josh just gave the #1 reason, I don't want polygonz to continue developing an outdated graphics system (OGL1), when he could be developing a next gen DX10 port, and providing a much larger compatibility base for ENIGMA.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

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