Directx Windows 11 Download

0 views
Skip to first unread message

Cdztattoo Barreto

unread,
Jun 30, 2024, 9:40:49 AM6/30/24
to tolinsingpi

I was inspired by @STREGAsGate's interest in building a game on Windows with DirectX and Swift. DirectX is a large framework and provides multiple sub-frameworks including Direct 3D and Direct 2D for accelerated graphics as well as things such as Direct Input and Direct Audio for audio and input handling.

In order to demonstrate that using this functionality is both possible and how far Swift on Windows has actually come, I decided to write one of the time honoured traditional demos for 3D graphics with Swift (and HLSL) to show how to use Direct 3D on Windows with Swift - an orthographic projection of a cube.

Note that this proof of concept implementation does not always follow best practices (e.g. does not use v-sync) but it does show the viability of implementing 3D graphics on Windows with Swift. The code patterns are not entirely idiomatic Swift, but would be very familiar to someone who is experienced with DirectX.

Hmm, I would then guess that there could be a mismatch between the SDK version in use and where the module map is currently present. This can happen if you have more than one SDK installed or if you have a mismatch between the UCRT and WinSDK. Perhaps a recent update to Visual Studio put things out of sync?

Yes, the implementation of the demo leaves much to be desired. I tried to call that out in the README, but if its not clear, please send a PR. I think that there could be value in providing a better implementation to make it easier for people to get started with DirectX, but that was beyond the scope of that particular attempt - but I definitely see the value in a separate attempt to provide something which can serve as a starting point for others.

I think this example is fantastic as is. It just needs some adjusting specifically when someone wants to use a VM for development as the VM and host become unresponsive, however on a native machine it runs great. I've already used this example to help me make a basic window, which was really difficult for me to understand. As a mac/Linux programmer the way windows does it's references and com is a challenge for me and this example really helped me begin to grasp that stuff.

I'm still working on my Direct3D12 abstraction layer but because of SR-8671 I need to reevaluate how I'm doing that before I can continue. I think I'll follow your lead and make a more swifty version of this demo for it when it's usable.

The directx_Jun2010_redist worked for getting it going.
Still has a fault that if you tab off the game it closes but I have been able to play otherwise. Perhaps a solution overall is closely related to this.

If none of the mentioned workarounds work for you there are basically two options, you can either run the game via DevilutionX or add a DirectDraw wrapper dll to the game folder that redirects the DirectDraw calls to a more modern graphics API.

d3342ee215
Reply all
Reply to author
Forward
0 new messages