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Ahh ok I see, so it will be more an artist say “hey I have this object, I want it to look like this and have these shadows etc” and you going off and writing hlsl for this to occur and writing c++ to implement this?
I understand about the sfx too. Are authoring those more an artists job?
Cheers for answering all these questions, I bought dying light last night and the visuals in it are amazing (especially water (rain in particular) and the sky). I was just really interested to know how much I would have an impact on those visuals as that’s the thing I am really the most fascinated by.
Thanks so much, I’m still loving your book and I’m finding it such a useful learning guide 🙂
Hey Paul just to update and say that everything is working sweetly now =). I disabled the FpsComp in the triangledemo which is why it wasn’t working.
Just again a quick (final) question about Graphics Programming in the game industry (as I saw you worked with the likes of EA etc). What would be your typical day in the office? As a Graphics programmer would it be your job to say program how water is rendered or how the sky looks when looking at it etc? How much is the graphics programmer involved with the actual special effects? ( I know I asked a similar question earlier but now I am putting it in the context of a Games industry developer ).
The visual side of the game is always one that appeals the most to me, so it would be good to be able to work on that stuff whilst still coding (as I love that too).
Thanks man, that’s the last question I promise =)
All the best,
You were completely right! I checked my .fx file and indeed it hadn’t updated to the OutDir (I checked the wrong directory last night by mistake) Obviously my poor laptop cannot support shader model 5. So now I get a spinning cube but still no Frame text (unless that was supposed to go). I did have SDK 8.1 and the d3dcompiler_47.dll is found under Program Files(x84)/Windows Kits/8.1/bin although oddly it is still saying that it’s missing?
Although only a triangle is rendered it is nonetheless pretty exciting and I am very pleased =)
Hey Paul, ok cheers I’ll do this when I get back home. I did make sure I rebuilt the solution after updating my .fx file but it still didn’t work unfortunately. Just another note that I picked up from Internet reading: I have windows 7, does that make a difference? Also it says in a lot of places that I need to explicitly include the path to d3d_compiler_47.dll. Is this true? The fact that the ,dll is missing would explain why my triangle or sprite aren’t being rendered. I will try break points when I’m back though. Cheers
I actually looked at another similar post about a guy who only got a black screen. Just to clarify a few points.1) I ran through all the shader chapters and they worked fine in FX Composer. 2) I appear to have DirectX 11 also. 3) I only get a blue screen with no text or triangle. 4) Other errors I get are:
First chance exception in game.exe: _com_error. Also a load of cannot find or open PDB file errors when looking for .dll files.
5) I have tried changing the shader model also
Hope this helps =)
Cheers Paul =). Btw if I am getting just a blue window (so in Triangle demo no triangle or frame rate sprite) what is the likely cause? When I try to run my application outside of VS it says that d3dcompiler_47.dll is missing? Is this a huge issue. It seems to load the blue screen only through VS.
Hey Paul, it all works (what can I say, I am used to debugging my apps =P ). It was an exception thrown due to the fact that my .spritefont file wasn’t nested in a Fonts files like yours, so the directory I was using to obtain the file didn’t exist.
Thanks for the help overall. You have been awesome. And I really do love the book, it’s been such a useful grounding into Graphics Programming.
Thanks again for the response, I did that and the debugger worked =) so cheers for that (I had set the Library project as StartUp project initially so that was my confusion).
The error appears to be in BinaryReader.cpp more specifically at the command mPos = mOwnedData.get(). Its throwing an exception at a specific memory address on my machine. Is anything leaping out at you initially as to the cause? I will continue to look myself also.
Thanks for the info, yeah I like HLSL and certainly appreciate the graphics in games (particularly the special effects like shadowing or complex lighting effects). I guess I will work on both of them throughout the book and delve into further topics later too =)
It doesn’t seem to let me debug my project (just says unable to start program <dir>\Library.lib). As is the case it just seems to be one error after another now. My graphics drivers are up to date apparently although my graphics card sucks. I know its not a code problem as it is identical to your src code, so I am a bit stumped tbh.
Thanks for the info. Ah so the HLSL would be less commonly used by say a Graphics programmer in the games industry?
Actually that being said my joy is short lived as the game.exe won’t open. It’s throwing a Debug error – R610 and saying abort() called. I have now used all the code from bitbucket. Is that a hardware issue do you think?
I am so annoyed with myself! Shall I tell you what my problem was.. I put the copy path on a new line in my build scripts, which is the dumbest thing I think I could do. I was wondering why it wasn’t working? That is literally hours of my life gone lol.
Thanks so much for your help Paul. I have been learning to code myself for quite a few years now and wanted to apply it in an interesting field. Sine I studied Maths and Physics Graphics seemed one of the best applications and I am so far finding it so interesting. (Aim is to hopefully do it pro one day).
I guess one final question would be what a Graphics programmer would spend the larger amounts of their day doing? Ie engine writing or shader writing? I am particulalry interested in the effects stuff.
Thanks again for your help, feeling pretty stupid at the moment.
I tested it manually and it works fine. The issue is when I add in the build scripts. I have placed my Content directory (with .spritefont file inside) in the Directory with the lib.vcxproj inside and I used $(ProjectDir)Content and it still fails to work. The error is still “exited with code 9009”.
It’s puzzling me greatly as I am following the file paths in the error output and the IF EXIST folders all exist, it is creating the content folders but then they are empty suggesting either the check fails or there is a copy error.
Are there any other requirements for the code in the book to work? It seems odd especially why the Library post script code is failing. Since all the builds are failing the game.exe doesn’t exist? Is this a problem (I mean it makes sense if the builds fail)
Cheers for the help and sorry for my ignorance
Cheers for the quick reply.
I used the same scripts as you initially, but both the Lib post build and Game pre build fail to work.
so my solutiondir is build/Rendering/ and contains the projectdirs Game/Game and Library/Library. Both contain the .vcxproj files and Debug. They don’t contain the src code as this is in build/Rendering/source/(Library or Game).
So the mkdir “$(SolutionDir)..\content” will make this folder in build/ and “$(Outdir)Content” in build/rendering/Game/Game/Debug.
Although “$(SolutionDir)..\content” exists it does not get anything copied to it, suggesting IF EXIST “$(ProjectDir)Content … in the lib post build isn’t working.
Do I need to explicitely make a Content folder in the Library project dir (ie build/rendering/Library/Library/)?
I know it’s a horribly nested dir structure but I thought it may still work. Other things I tried was to make the content folder as follows
mkdir “$(SolutionDir)../source/Library/content/” ie in the Library source folder folder one up from the solution dir but this also didn’t work.
Sorry if this is confusing, I really appreciate your help here =)
Just to be clear (since it has formatted my dir structure badly above)
Game and Library lie within Rendering
Game and Library (projectDirs) lie within the corresponding Game and Library folders (ie Rendering – Game – Game : stupid I know)
similarly (source – Library, source – Game ).