   DirectX and Game Design in theory. Questions
  Hi, im not sure if this is the correct place to ask, if not then a mod should move this thread to the according subforum.So... where to start.Im a pretty intermedient c++ programmer and have started to learn DirectX and learn about Game engine designs and stuff like that.After spending about 9h a day for the last 3 days reading directx tutorials, documents and messing around building a DX applicaiton from scratch. Ive come to a couple questions wich I hope to find the answere here on the forum.Ive been able to make good sence about how directx works and how to get meshes, lighting and goodies on my screen.So here I go:1) So far, I know that to get a model on my screen I must feed the vertex information translated and ect into the render buffer. Now how does this fit into rendering high quality scenes and game levels. Are complete worlds put inside one buffer sequence? Including objects and non static models and stuff like?2) How does all of this fit together? Do people make a class for a mesh and that class automaticly feeds the rendering buffer with the origin, orientation, animation and lighting data? And does the orientation, origin and other data get changed by the game logic and stuff like that?3) my first 2 questions are probaly poorly formulated, I might as well ask how all of this fits together and how it is designed in good practice. In theory of course...   
  Hello Tingle1-you can use D3DXMesh it's easier to load meshes and render them on the screenA more sophisticated way would be to use shaders and HLSL language but if you are learning Direct X it would be better to know the bases of Direct X2-yes you can create and design your own mesh class..Quote:Are complete worlds put inside one buffer sequence?Yes/No ; you have to decide of a good technique to load or not large meshes into memory.For example one common trick is to render high level-of-details in front of the scene and render low polygon models in the background..You can use a view frustum culling technique to optimize the rendering processIf you are learning how to program a video game, the most important thing to know is to have an accurate idea of the game you want to make : "I want to make a tetris, I want to make a bomberman..." even if it's in 3D realtime   ;  hmm, I see. But how does this work when you have so many multiple mesh classes and other things, how are they all shoved into the rendering buffer, how it that designed. Atm Ive been learning linear rendering. Wich I could put maby a handfull of things into my buffer, but what about dynamicly created and deleted world objects, how is it designed to push big scenes and dynamicly created and deleted things in and out of the buffer?   ;  I'm no expert but:Quote:Original post by Tingle1) So far, I know that to get a model on my screen I must feed the vertex information translated and ect into the render buffer. Now how does this fit into rendering high quality scenes and game levels. Are complete worlds put inside one buffer sequence? Including objects and non static models and stuff like?That seems like a not good way of doing it to me. Personally I would draw separate objects... separately. Feed one buffer for one object in, draw as necessary, then feed another buffer in for another opbject and draw as necessary, etc etc.