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 I wanna work on some games 
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Post I wanna work on some games
yom, get online and give me some work

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who149 wrote:
I'm trying i'm trying~ i'm making I'll try too slowly up my posting. At least once a day for a bit. Then I'll up that too twice, then four, then 8 and so on.
Until eventually I wake up one morning and find out that I am actually an Idiot hero.
On some quest too cheat on his gf or raise affection of 5 women who conveniently live in my the same dorm as me.
In which I only have 100 days to seduce them all.

Remon wrote:
Now we can dominate the porn industry, camera industry, AND the world!
YomToxic wrote:
YOU BETTER STAY ALIVE OR ELSE I WILL HUNT YOU DOWN AND RAPE YOU DEAD.

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Sun Dec 11, 2011 3:08 am
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Post Re: I wanna work on some games
Here's Main.cpp

Code:
//--------------------------------------------------------------------------------------
// File: DrawLineDemo.cpp
//
// Example: Draw line using D3D10
//
// Copyright (c) Stefan Petersson 2008. All rights reserved.
//--------------------------------------------------------------------------------------
#include "stdafx.h"
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE            g_hInst               = NULL; 
HWND               g_hWnd               = NULL;
D3D10_DRIVER_TYPE       g_driverType         = D3D10_DRIVER_TYPE_NULL;
ID3D10Device*           g_pd3dDevice         = NULL;
IDXGISwapChain*         g_pSwapChain         = NULL;
ID3D10RenderTargetView* g_pRenderTargetView      = NULL;
ID3D10Texture2D*        g_pDepthStencil         = NULL;
ID3D10DepthStencilView* g_pDepthStencilView      = NULL;

//camera data
D3DXVECTOR3            g_vCameraPos         = D3DXVECTOR3(0,0,-15);
D3DXMATRIX            g_mView;
D3DXMATRIX            g_mProj;

//buffer data
ID3D10InputLayout*      g_pVertexLayout;
ID3D10Buffer*         g_pVB;

//shader variables
ID3D10Effect*         g_pEffect;
ID3D10EffectTechnique*   g_pTechRenderLine;

struct LineVertex
{
   D3DXVECTOR3 pos;
};

//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT             InitWindow( HINSTANCE hInstance, int nCmdShow );
LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT            InitDevice();
HRESULT            Render();
void            Update(float deltaTime);
void            CleanupDevice();

//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
   HRESULT hr = S_OK;;

   RECT rc;
   GetClientRect( g_hWnd, &rc );
   UINT width = rc.right - rc.left;
   UINT height = rc.bottom - rc.top;

   UINT createDeviceFlags = 0;
#ifdef _DEBUG
   createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
#endif

   D3D10_DRIVER_TYPE driverTypes[] =
   {
      D3D10_DRIVER_TYPE_HARDWARE,
      D3D10_DRIVER_TYPE_REFERENCE,
   };
   UINT numDriverTypes = sizeof(driverTypes) / sizeof(driverTypes[0]);

   DXGI_SWAP_CHAIN_DESC sd;
   ZeroMemory( &sd, sizeof(sd) );
   sd.BufferCount = 1;
   sd.BufferDesc.Width = width;
   sd.BufferDesc.Height = height;
   sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
   sd.BufferDesc.RefreshRate.Numerator = 60;
   sd.BufferDesc.RefreshRate.Denominator = 1;
   sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
   sd.OutputWindow = g_hWnd;
   sd.SampleDesc.Count = 1;
   sd.SampleDesc.Quality = 0;
   sd.Windowed = TRUE;

   for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
   {
      g_driverType = driverTypes[driverTypeIndex];
      hr = D3D10CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags,
         D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice );
      if( SUCCEEDED( hr ) )
         break;
   }
   if( FAILED(hr) )
      return hr;

   // Create a render target view
   ID3D10Texture2D* pBackBuffer;
   hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D10Texture2D ), (LPVOID*)&pBackBuffer );
   if( FAILED(hr) )
      return hr;

   hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );
   pBackBuffer->Release();
   if( FAILED(hr) )
      return hr;


   // Create depth stencil texture
   D3D10_TEXTURE2D_DESC descDepth;
   descDepth.Width = width;
   descDepth.Height = height;
   descDepth.MipLevels = 1;
   descDepth.ArraySize = 1;
   descDepth.Format = DXGI_FORMAT_D32_FLOAT;
   descDepth.SampleDesc.Count = 1;
   descDepth.SampleDesc.Quality = 0;
   descDepth.Usage = D3D10_USAGE_DEFAULT;
   descDepth.BindFlags = D3D10_BIND_DEPTH_STENCIL;
   descDepth.CPUAccessFlags = 0;
   descDepth.MiscFlags = 0;
   hr = g_pd3dDevice->CreateTexture2D( &descDepth, NULL, &g_pDepthStencil );
   if( FAILED(hr) )
      return hr;

   // Create the depth stencil view
   D3D10_DEPTH_STENCIL_VIEW_DESC descDSV;
   descDSV.Format = descDepth.Format;
   descDSV.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
   descDSV.Texture2D.MipSlice = 0;
   hr = g_pd3dDevice->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView );
   if( FAILED(hr) )
      return hr;


   g_pd3dDevice->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );

   // Setup the viewport
   D3D10_VIEWPORT vp;
   vp.Width = width;
   vp.Height = height;
   vp.MinDepth = 0.0f;
   vp.MaxDepth = 1.0f;
   vp.TopLeftX = 0;
   vp.TopLeftY = 0;
   g_pd3dDevice->RSSetViewports( 1, &vp );


   //Create vertex buffer to hold maxAmount of particles
   D3D10_BUFFER_DESC bd;
   bd.Usage = D3D10_USAGE_DYNAMIC;
   bd.ByteWidth = sizeof( LineVertex ) * 4;
   bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
   bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
   bd.MiscFlags = 0;

   if( FAILED( g_pd3dDevice->CreateBuffer( &bd, 0, &g_pVB ) ) )
      MessageBox( 0, "Unable to create Vertex Buffer", "VB Error", 0 );



   //Init shader effect
   DWORD dwShaderFlags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY;
   if(FAILED(D3DX10CreateEffectFromFile(   "Particle.fx",
                                 NULL,
                                 NULL,
                                 "fx_4_0",
                                 dwShaderFlags,
                                 0,
                                 g_pd3dDevice,
                                 NULL,
                                 NULL,
                                 &g_pEffect,
                                 NULL,
                                 NULL)))
   {
      MessageBox(0, "Error compiling shader!", "Shader error!", 0);
   }

   g_pTechRenderLine = g_pEffect->GetTechniqueByName("DrawLine");

   // Define our vertex data layout
   const D3D10_INPUT_ELEMENT_DESC lineVertexLayout[] =
   {
      { "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }
   };

   D3D10_PASS_DESC PassDesc;
   g_pTechRenderLine->GetPassByIndex(0)->GetDesc(&PassDesc);

   //Create Input Layout (== Vertex Declaration)
   g_pd3dDevice->CreateInputLayout(lineVertexLayout,
      sizeof(lineVertexLayout) / sizeof(D3D10_INPUT_ELEMENT_DESC),
      PassDesc.pIAInputSignature,
      PassDesc.IAInputSignatureSize,
      &g_pVertexLayout );

   return S_OK;
}

void Map(void** b)
{
   g_pVB->Map( D3D10_MAP_WRITE_DISCARD, 0, reinterpret_cast< void** >(b) );
}

void Update(float deltaTime)
{
   LineVertex* pData = NULL;
   //if( SUCCEEDED( g_pVB->Map( D3D10_MAP_WRITE_DISCARD, 0, reinterpret_cast< void** >(&pData) ) ) )
   //{
   Map((void**)&pData);
   pData[0].pos = D3DXVECTOR3(-6,-10,4);
   
   pData[1].pos = D3DXVECTOR3(6,-10,4);

   pData[2].pos = D3DXVECTOR3(-6,-10,10);

   pData[3].pos = D3DXVECTOR3(6,-10,10);
   g_pVB->Unmap();
}

HRESULT Render()
{
   // Render the result
   D3DXMATRIX mWorldViewProj;

   //RECT rc;
   float width = 1024;
   float height = 768;

   D3DXMatrixLookAtLH(&g_mView, &g_vCameraPos, &D3DXVECTOR3(0,0,0), &D3DXVECTOR3(0,1,0));
   D3DXMatrixPerspectiveLH(&g_mProj, (float)D3DX_PI * 0.6f, (float)(width / height), 1.0f, 1000.0f);
   mWorldViewProj = g_mView * g_mProj;

   // Set variables
   g_pEffect->GetVariableByName( "g_mWorldViewProjection" )->AsMatrix()->SetMatrix( (float*)&mWorldViewProj );

   // Set Input Assembler params
   UINT stride = sizeof(LineVertex);
   UINT offset = 0;
   g_pd3dDevice->IASetInputLayout( g_pVertexLayout );
   g_pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP );
   g_pd3dDevice->IASetVertexBuffers( 0, 1, &g_pVB, &stride, &offset );

   static float ClearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
   
   //clear render target
   g_pd3dDevice->ClearRenderTargetView( g_pRenderTargetView, ClearColor );

   //clear depth info
   g_pd3dDevice->ClearDepthStencilView( g_pDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0 );

   // Render line using the technique g_pRenderTextured
   D3D10_TECHNIQUE_DESC techDesc;
   g_pTechRenderLine->GetDesc( &techDesc );
   for( UINT p = 0; p < techDesc.Passes; p++ )
   {
      g_pTechRenderLine->GetPassByIndex( p )->Apply(0);
      g_pd3dDevice->Draw(4, 0);
   }

   if(FAILED(g_pSwapChain->Present( 0, 0 )))
      return E_FAIL;

   return S_OK;
}

//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
   if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
      return 0;

   if( FAILED( InitDevice() ) )
      return 0;

   __int64 cntsPerSec = 0;
   QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
   float secsPerCnt = 1.0f / (float)cntsPerSec;

   __int64 prevTimeStamp = 0;
   QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);

   // Main message loop
   MSG msg = {0};
   while(WM_QUIT != msg.message)
   {
      if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
      {
         TranslateMessage( &msg );
         DispatchMessage( &msg );
      }
      else
      {
         __int64 currTimeStamp = 0;
         QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
         float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;

         //render
         Update(dt);
         Render();

         prevTimeStamp = currTimeStamp;
      }
   }

   CleanupDevice();

   return (int) msg.wParam;
}


//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
   // Register class
   WNDCLASSEX wcex;
   wcex.cbSize = sizeof(WNDCLASSEX);
   wcex.style          = CS_HREDRAW | CS_VREDRAW;
   wcex.lpfnWndProc    = WndProc;
   wcex.cbClsExtra     = 0;
   wcex.cbWndExtra     = 0;
   wcex.hInstance      = hInstance;
   wcex.hIcon          = 0;
   wcex.hCursor        = LoadCursor(NULL, IDC_ARROW);
   wcex.hbrBackground  = (HBRUSH)(COLOR_WINDOW+1);
   wcex.lpszMenuName   = NULL;
   wcex.lpszClassName  = "D3DLines";
   wcex.hIconSm        = 0;
   if( !RegisterClassEx(&wcex) )
      return E_FAIL;

   // Create window
   g_hInst = hInstance;
   RECT rc = { 0, 0, 1024, 768 };
   AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
   
   if(!(g_hWnd = CreateWindow(   "D3DLines",
                     "Direct3D 10 : Line Drawing",
                     WS_OVERLAPPEDWINDOW,
                     CW_USEDEFAULT,
                     CW_USEDEFAULT,
                     rc.right - rc.left,
                     rc.bottom - rc.top,
                     NULL,
                     NULL,
                     hInstance,
                     NULL)))
   {
      return E_FAIL;
   }

   ShowWindow( g_hWnd, nCmdShow );

   return S_OK;
}


//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
   PAINTSTRUCT ps;
   HDC hdc;

   switch (message)
   {
   case WM_PAINT:
      hdc = BeginPaint(hWnd, &ps);
      EndPaint(hWnd, &ps);
      break;

   case WM_DESTROY:
      PostQuitMessage(0);
      break;

   case WM_KEYDOWN:

      switch(wParam)
      {
         case VK_ESCAPE:
            PostQuitMessage(0);
            break;
      }
      break;

   default:
      return DefWindowProc(hWnd, message, wParam, lParam);
   }

   return 0;
}

//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
   if( g_pd3dDevice ) g_pd3dDevice->ClearState();

   SAFE_RELEASE(g_pRenderTargetView);
   SAFE_RELEASE(g_pDepthStencilView);
   SAFE_RELEASE(g_pSwapChain);
   SAFE_RELEASE(g_pd3dDevice);
   SAFE_RELEASE(g_pVB);
}




Here's Particle.fx

Code:
//--------------------------------------------------------------------------------------
// Particle.fx
// Direct3D 10 Shader Model 4.0 Line Drawing Demo
// Copyright (c) Stefan Petersson, 2008
//--------------------------------------------------------------------------------------

//-----------------------------------------------------------------------------------------
// Input and Output Structures
//-----------------------------------------------------------------------------------------
struct VSSceneIn
{
   float3 Pos   : POS;
};

struct PSSceneIn
{
   float4 Pos  : SV_Position;      // SV_Position is a (S)ystem (V)ariable that denotes transformed position
};

//-----------------------------------------------------------------------------------------
// Constant Buffers (where we store variables by frequency of update)
//-----------------------------------------------------------------------------------------
cbuffer cbEveryFrame
{
   matrix   g_mWorldViewProjection;
};

//-----------------------------------------------------------------------------------------
// State Structures
//-----------------------------------------------------------------------------------------
DepthStencilState DisableDepth
{
    DepthEnable = FALSE;
    DepthWriteMask = ZERO;
};

DepthStencilState EnableDepthTestOnly
{
    DepthEnable = TRUE;
    DepthWriteMask = ZERO;
};

DepthStencilState EnableDepth
{
    DepthEnable = TRUE;
    DepthWriteMask = ALL;
};

RasterizerState NoCulling
{
   CullMode = NONE;
};


//-----------------------------------------------------------------------------------------
// VertexShader: VSScene
//-----------------------------------------------------------------------------------------
PSSceneIn VSScene(VSSceneIn input)
{
   PSSceneIn output = (PSSceneIn)0;
   
   // transform the point into view space
   output.Pos = mul( float4(input.Pos,1.0), g_mWorldViewProjection );
   
   return output;
}

//-----------------------------------------------------------------------------------------
// PixelShader: PSSceneMain
//-----------------------------------------------------------------------------------------
float4 PSScene(PSSceneIn input) : SV_Target
{   
   return float4(1,1,1,1);
}

//-----------------------------------------------------------------------------------------
// Technique: RenderTextured 
//-----------------------------------------------------------------------------------------
technique10 DrawLine
{
    pass p0
    {
      // Set VS, GS, and PS
        SetVertexShader( CompileShader( vs_4_0, VSScene() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_4_0, PSScene() ) );
      
       SetRasterizerState( NoCulling );

       SetDepthStencilState( EnableDepth, 0 );
       //SetDepthStencilState( DisableDepth, 0 );
       //SetDepthStencilState( EnableDepthTestOnly, 0 );
    } 
}




Now make a game.
I edited it to show a square instead of a line to help you on the way. Ain't I nice?

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Mon Dec 12, 2011 4:53 am
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Post Re: I wanna work on some games
at first glance.... this entire thing is programming a drawn line....

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who149 wrote:
I'm trying i'm trying~ i'm making I'll try too slowly up my posting. At least once a day for a bit. Then I'll up that too twice, then four, then 8 and so on.
Until eventually I wake up one morning and find out that I am actually an Idiot hero.
On some quest too cheat on his gf or raise affection of 5 women who conveniently live in my the same dorm as me.
In which I only have 100 days to seduce them all.

Remon wrote:
Now we can dominate the porn industry, camera industry, AND the world!
YomToxic wrote:
YOU BETTER STAY ALIVE OR ELSE I WILL HUNT YOU DOWN AND RAPE YOU DEAD.

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Tue Dec 13, 2011 3:57 pm
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Post Re: I wanna work on some games
it was. Until I changed the primitive topology to triangle strip (draws a triangle out of 3 points, adds another triangle with one new point, connecting the two)
and added 2 points to make a square.

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Tue Dec 13, 2011 8:41 pm
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Post Re: I wanna work on some games
.....

how does drawing squares help make a game?

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who149 wrote:
I'm trying i'm trying~ i'm making I'll try too slowly up my posting. At least once a day for a bit. Then I'll up that too twice, then four, then 8 and so on.
Until eventually I wake up one morning and find out that I am actually an Idiot hero.
On some quest too cheat on his gf or raise affection of 5 women who conveniently live in my the same dorm as me.
In which I only have 100 days to seduce them all.

Remon wrote:
Now we can dominate the porn industry, camera industry, AND the world!
YomToxic wrote:
YOU BETTER STAY ALIVE OR ELSE I WILL HUNT YOU DOWN AND RAPE YOU DEAD.

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Thu Dec 15, 2011 8:37 am
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Post Re: I wanna work on some games
Each square is naught, but the basic building block. Master them all, and the power of the Universe will be yours.

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Post Re: I wanna work on some games
well for example, you could connect 500*500 points in a bunch of squares, load a 500x500 8bit graystyle image for 256 different graystyle colors which determin the height for each point depending on light. Congratulations, you've just done something called environment mapping, and as a result you got some pretty neat hills.

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Post Re: I wanna work on some games
newpurple wrote:
well for example, you could connect 500*500 points in a bunch of squares, load a 500x500 8bit graystyle image for 256 different graystyle colors which determin the height for each point depending on light. Congratulations, you've just done something called environment mapping, and as a result you got some pretty neat hills.


:dement

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Post Re: I wanna work on some games
very interesting..

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who149 wrote:
I'm trying i'm trying~ i'm making I'll try too slowly up my posting. At least once a day for a bit. Then I'll up that too twice, then four, then 8 and so on.
Until eventually I wake up one morning and find out that I am actually an Idiot hero.
On some quest too cheat on his gf or raise affection of 5 women who conveniently live in my the same dorm as me.
In which I only have 100 days to seduce them all.

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Now we can dominate the porn industry, camera industry, AND the world!
YomToxic wrote:
YOU BETTER STAY ALIVE OR ELSE I WILL HUNT YOU DOWN AND RAPE YOU DEAD.

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