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DirectX Development Review

Print View , by: iSee ,Total views: 11 ,Word Count: 1828 ,Date: Sat, 6 Jun 2009 Time: 8:28 AM

Was born in the early days of DirectX, the industry has many standards, of which there are two important standards: OpenGL and Glide, very mature, especially OpenGL, it is used for graphics, video servers, in films,and so on, as the technology gradually mature, becoming increasingly popular, such as the famous QuakeIII at the time the game is based on this standard, and DirectX, a lot of hardware, the mainstream of the game do not support it, no games, not hardware, even if the standard is good does not make sense to DirectX has been the charm of the performance, but it has the support of Microsoft's promotion, it is hope.

DirectX 1.0: for the game and Health

DirectX appear after the Windows release, Windows3.1 voice processing can only play a sound, graphics, the ability to deal with weak, coupled with Windows3.1 the entire operating system is still fragile, and this time it does not do not have access to, Canada has just been launched on the DirectX standard, a lot of hardware does not support, does not support a lot of mainstream games, not games, not hardware, even if the standard is not good sense, DirectX has been the charm of the performance. However, with the release of Windows 95, Windows operating system stability, there has been an epoch-making changes, DirectX thus also change the fate.

The rise of Direct X 2.0:2 D prototype 3D

DirectX finally upgraded to 2.0, this time the product of a landmark was born, the biggest improvement in 2.0 is in the Direct Draw, and the classic games of this era there have been very representative of the meaning of the "Red Alert (RedAlert)" and "Diable ( fear) ", the Windows version andare Diable standards in DirectX development. Unfortunately, at that time as a result of a lot of old graphics cards can not fully support DirectX2.0, and could not play Diable. In addition to 2D outside, DirectX2.0 the D3D part of the completed prototype, due to less time 3D games, many of which are developed based on DOS. VR Sega's fighter is based on the PC version of DirectX2.0 developed, although the effect of a number of rough, but the Direct 3D charm can still be felt.

Direct X3.0: D3D development

1997, Microsoft released the final version of Windows95, the same year released the DirectX 3.0, this time the charm of DirectX have been many good software and hardware vendors to enable D3D with OpenGL and Glide fighting with courage. In this version, many players know the existence of DirectX is also beginning to emerge at this time 3D Accelerator, such as 3DFX's Voodoo, Nvidia's Riva128, Intel's I740.

This time more and more 3D games, but at the time of the application programming interface standards are a few, are the three major professional OpenGL interface, Microsoft's D3D and 3DFX's Glide interface interface. Which is the greatest influence 3DFX's Glide, 3DFX zenith, Glide is certainly a good shade under trees, game programmers can easily use it easy for a complex, vivid 3D effect, of course, good 3DFX good Glide. However, self-3DFX closed, not open-door policy, leading to its subsequent acquisition of bankruptcy by Nvidia did not support the 3DFX's Glide to influence from the weak, this is a.

DirectX 5.0: D3D increasingly powerful

Microsoft does not seem to have released 4.0 version of DirectX, DirectX3.0 release issued not long after the DirectX5.0. Although the time interval 5.0 and 3.0 is not long, but it is not a simple meaning. DirectX5.0 the D3D effect of OpenGL with equal shares at the time. The first time in support of the introduction of the aerosol, so more space for realistic 3D games, but also allows players to experience the real three-dimensional three-dimensional game environment; In addition to the compatibility of the game system made a great improvement.

DirectX 6: D3D authority appears

DirectX5.0 released in the near advent of the second generation of a 3D accelerator card, 3D accelerator card with this generation of technology to gain DirectX6.0 busy. Nvidia graphics card is the main representative of the Riva TNT, and even the VooDoo2, VooDoo3. To this day and age, the market has been very clear pattern is 3DFX struggle with NVidia.

DirectX 6 more of the 3D effect, and with the strong performance of the hardware, you can play up a high-resolution 32-bit color of the 3D effect, this use of PCI bus technology VOODOO series lost, it can only support 800x600 under the 16-bit color rendering, and the beginning of Nvidia's AGP bus use of advanced structure, high-standard, new technologies, each new release gives users enjoy high-performance, for each successful leader, he laid the card basis.

DirectX 7: D3D authority to establish

DirectX7 the release of the video card market has once again re-integration, DirectX7 the biggest feature is the support of T & L, the Chinese name is "coordinate transformation and light source." 3D games in any of an object has a coordinate, when the object movement, it changes the coordinates, which refers to the coordinate transformation; 3D games in addition to scenes + objects also need light, there is no light there would be no performance of 3D objects , whether it is real-time 3D games or 3D image rendering, together with the lighting of the 3D rendering is the depletion of natural resources.

Available in T & L before conversion and lighting locations will need CPU to calculate, CPU faster, more fluent game performance. The use of T & L feature, the calculation of the effect of these two graphics card with the GPU (graphics card can be understood as the CPU) to calculate, so the CPU can work from the busy out of, so that the CPU is doing what he's done For example, logic operations, data and so on. In other words, have the T & L graphics card, the use of DirectX7, even in the absence of high-speed CPU, the same can be fluent in the running 3D games.

T & L became the focus of attention. This is the first time in support of a function of T & L graphics card is Nvidia's Geforce 256, then Geforce 2 release is basically a Geforce 256 speed version, in addition to a lot of speed other than the upgrade is not technically, at the same time ATI released Radeon7500, once to support T & L features the best graphics card. DirectX7 release VOODOO series of graphics cards has become the news, this time has come to an end 3DFX was Nvidia acquisition, become a display card in history, to future generations is the regrets and sighs.

DirectX 8.0: D3D crazy

2001, Microsoft released a DirectX8, a graphics revolution began, it was first introduced the "Pixel Shader" concept, at the same time have the pixel rendering engine (Vertex Shader) and vertex rendering engine (Pixel Shader), is reflected in the dynamic light effects on shadow effect. It published not long, Madonion (today's Futuremark) released graphics cards based on DirectX8 test 3Dmark2001 the software, it supports all the effects DirectX8.

But the scene was beautiful, only a very small number of graphics cards in order to experience the vast majority of graphics cards can not complete all testing this software, in which four of the scenes do not come out running. The reason is that, DirectX8 integrated the two stunt-VS (Vertex Shader) and PS (Pixel Shader). Vs and ps through rendering, you can easily create a real-ling corrugated surface dynamic lighting effects. NVIDIA graphics cards is the main representative of the Geforce 3, the late ATI's Radeon8500. DirectX8 release has become a true 4th generation 3D accelerator era sign.

DirectX 9.0: it refreshing

By the end of 2002, Microsoft DirectX9.0, if seen from the parameters, DirectX9 compared DirectX8 is only enhanced version of PS and VS, the current version is version 2.0, it seems that there is no qualitative change, in fact, otherwise, the following were on the Pixel Shader and Vertex Shader comparison.

First of all, PS 2.0 with fully programmable architecture, the effect on real-time algorithm texture, dynamic texture mapping, not occupied by memory, in theory, the resolution of the texture mapping to improve the accuracy of an infinite number; another only PS1.4 28 hardware can support instruction, and 6 material operations, and can support PS2.0 hardware instruction 160, while the number of operations 16 materials, the new high-precision floating-point data specification can use the multi-texture mapping, operational Instructions can be long, the film shows the effect of levels easy to achieve.

Secondly, VS 2.0 program by increasing the flexibility of Vertex, a significant increase in the old version (DirectX8) performance of the VS, the new control command, generic procedures can be used in place of previously separate special coloring process, many times more efficient; increase cycle operating instructions, to reduce working hours, improvement in efficiency; to expand the number of shader instructions, from 128 to 256.

In addition, the increase in floating-point data processing functions, in the past can only deal with integers, so that to improve rendering accuracy, so that the final color processing to reach the film-level format. Breakthrough in the previous restrictions on image quality PC graphics on the accuracy of the mathematical obstacles, rendering each of its lines are upgraded to 128-bit floating-point color, the game programmers are easier to make it easier to create the effect of a more beautiful, so programming easier for programmers.

DirectX10: Microsoft unified 3D card specifications

DirectX10 will completely give up the GPU rendering modes were fixed and act to support the complete liberalization of GPU, that is not a clear division of GPU pixel shaders and vertex shaders, and supports a wide range of tasks, such as 2D/3D / video acceleration and so the task of the Liberal distribution. DirectX10 will join Shader4.0 technology and the realization of RayTracing ray tracing for the first time, will be used as a standard displacement of Displacement mapping. Is expected to be launched in 2005.

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