Real-time strategy (RTS) games are a genre of video games that require the player to control and manage multiple units and resources in a dynamic environment. RTS games often feature complex graphics, animations, and effects that require a powerful rendering engine. One of the most popular and widely used rendering engines for RTS games is Direct3D, a part of the DirectX API that provides low-level access to the graphics hardware.
In this article, we will explore some of the basic concepts and techniques involved in programming an RTS game with Direct3D. We will cover topics such as:
By the end of this article, you should have a solid understanding of how to program an RTS game with Direct3D and be able to apply these skills to your own projects.
The first step in programming an RTS game with Direct3D is to set up a Direct3D device and rendering context. A Direct3D device is an object that represents the connection between your application and the graphics hardware. A rendering context is a set of states and resources that define how the device will render the scene.
To create a Direct3D device, you need to use the IDirect3D9
interface, which can be obtained by calling the Direct3DCreate9
function. This interface provides methods for enumerating the available display adapters, modes, and capabilities, as well as creating a device object. To create a device object, you need to specify parameters such as the adapter index, the device type (hardware or software), the window handle, the behavior flags (such as windowed or fullscreen mode), and the presentation parameters (such as back buffer format, multisampling, depth stencil format, etc.). For example:
Once you have created a device object, you can use it to render the scene. To do so, you need to follow these steps:
Clear
method.BeginScene
method to indicate the start of rendering.DrawPrimitive
, DrawIndexedPrimitive
, or DrawPrimitiveUP
.EndScene 51082c0ec5