Thread: Where to start? DX9 or 11?

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    Where to start? DX9 or 11?

    Hi, I'm a fairly good programmer (i like to think) and have programed console and win32 applications. I want to get into DirectX. I have tried DX7 DirectDraw, but it's not very good for a beginner. So I'm looking for a starting point. I like some advice, thanks.

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    Just a pushpin. bernt's Avatar
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    I'd say start out with DX9. Diving straight into the programmable pipeline will probably be overwhelming for someone starting out with graphics.
    But don't dwell on DX9 for too long. Once you're comfortable with getting stuff on screen, and doing the math to get it there, start writing your own shaders; once you're comfortable with that, move on to DX11.

    Find some good reference material (like MSDN) and keep that bookmarked as you learn from whatever tutorial or book you choose. If you aren't sure exactly what a function does, or what a named constant represents, type it into the search bar: the internet is your friend. Microsoft does a pretty good job documenting everything.
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    So I should start with getting a D3D9 screen up, and work with the functions until, say, some 2D sprites are being animated by page flipping?

    Do you know of any good books and online tutorials I can look through? After looking through everything, I'm a bit unnerved at where exactly to start with, and those functions too use. I understand that I have to set the display mode, the cooperation, etc., but it's overwhelming.
    Last edited by binks; 12-03-2011 at 06:40 PM.

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    Just a pushpin. bernt's Avatar
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    Being familiar with Windows API definitely helps, a majority of the code right at the start is for dealing with Windows. Brush up on that first, if you feel like you need to.

    As for DirectX, there are tutorials and a ton of samples that come with the DirectX SDK. If those aren't your style, this one looks decent. I would have recommended directxtutorial.com but it looks like that's something you have to pay for now. The first two "lessons" are free if you still want to take a look though.
    Last edited by bernt; 12-03-2011 at 07:17 PM.
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    Alright, sounds good. How does this site sound for sample code? It looks do-able.

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    its good to start with D9 rather than going directly to D11 and troubling your self with programmable pipeline...

    As bernt said, directxtutorial.com is a good site to start with, but you have to pay certain amount to get access to more detailed lessons.
    Being familiar with the Windows API, will help you setup the environment bit easily. Start going through the site and setup the foundation.
    Later, Since, you are going to do DirectX programming, you will be also installing the SDK. The documentation and the sample browser will help you in understanding the stuffs too with appropriate examples...
    Book by Alan Thorn on Definitive guide to Direct3D is good.

    Enjy gaming


    Thanks,
    NJ

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    Thanks for the replies guys. I have already installed the DirectX SDK (June 2011) so it's upto date with everything upto DirectX 11. Also, after looking through examples, DX9 looks a bit simpler than DX11, so I think it will better as well.

    However, I do have this concern. DX9 is aging, almost 10 years now since the first revision. Will it soon become obsolete? And if so, how many years are expected of its remaining lifecycle.

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    Registered User VirtualAce's Avatar
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    The main difference between them is not the programmable pipeline because that is also available in DirectX 9.0c. The big difference is that DX10 and DX11 are far more verbose and handle things a bit differently. Some of the calls have been changed and setup is a bit different. Both feel more clunky than DirectX 9 but both are more specific than DirectX 9 and more powerful but not for any of the reasons mentioned thus far.

    You should be able to jump into DirectX 10 or DirectX 11 from the start and be able to work with them. If you get too familiar with DirectX 9 your transition to 10 and 11 will be much harder.

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