Visual Studio 2017 introduces a new “Game development with C++” workload, making it easy to get tools you need for building high-quality games with C++. Whether you’re using DirectX or powerful game engines such as Unreal Engine or Cocos2d, Visual Studio can install everything you need all at once to get you started quickly.
In this blog post, we will talk about how to install Visual Studio for four different C++ game development scenarios: DirectX games for desktop, DirectX games for Universal Windows Platform (UWP), games with the Unreal Engine, and games with the Cocos2d engine.
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Install Visual Studio for DirectX desktop development
First, download Visual Studio 2017. In the Visual Studio installer, choose the “Game development with C++” workload under the “Mobile & Gaming” category. This workload gives you the core tools to build DirectX games for desktop and includes the Visual Studio core editor, Visual C++ compiler, Windows Universal C Runtime, and Visual Studio debugger.
The Optional component list on the right side of the installer lets you choose additional components that are useful for building DirectX games. The checked components are highly recommended:
Install Visual Studio for DirectX UWP development
You can build DirectX games for the Universal Windows Platform to run a variety of devices in the Windows family, including desktops, tablets, and phones. If this interests you, download Visual Studio 2017 and in the Visual Studio installer select the “Universal Windows Platform development” workload under the “Windows” category with the “C++ Universal Windows Platform tools” option selected. The C++ UWP component adds the core C++ UWP support and 3 DirectX project templates for DirectX11 and DirectX12 to get you started quickly. The “Graphics debugger and GPU profiler” component is highly recommended for DirectX development, as it brings in the Graphics Diagnostics feature for DirectX graphics debugging and GPU Usage feature for profiling GPU and CPU usage in DirectX games.
Install Visual Studio for building games with Unreal Engine 4
Unreal Engine 4 is a complete suite of creation tools designed to meet ambitious artistic visions while being flexible enough to ensure success for teams of all sizes. From 2D mobile games to console blockbusters and VR, Unreal Engine 4 gives you everything you need to start, ship, grow and stand out from the crowd. Use the full power of Visual Studio to edit, build, and debug your Unreal games in C++ to boost your productivity.
First, download Visual Studio 2017. In the Visual Studio installer, choose the “Game development with C++” workload under the “Mobile & Gaming” category. This workload gives you the core tools to build C++ games for desktop, including Visual Studio core editor, Visual C++ compiler, Windows Universal C Runtime, and Visual Studio debugger. For building games with the Unreal Engine, check the “Unreal Engine Launcher” option on the right. This will download and install the Epic Game Launcher from the Unreal Engine site.
Once the installation is complete, you will find a shortcut for “Epic Games Launcher” on your desktop. In the Epic Games Launcher, you can download and install different versions of the Unreal Engine. After the Unreal Engine is installed, you are all set to start building your Unreal games! Dell sx2210t driver windows 10. Launch the Unreal Engine from within the Epic Games Launcher and start creating new C++ Unreal projects in the Unreal Editor.
Write code with the full Visual Studio IntelliSense and source code browsing capabilities and debug your Unreal games with the powerful Visual Studio debugger. More on Visual Studio for UE4.
Install Visual Studio for building games with Cocos2d
Cocos is an open-source professional development toolkit for building games that provides a streamlined workflow for developers. With Cocos, you can quickly create projects, design games and animation clips, package and publish games for distribution. Use Visual Studio to edit and debug your Cocos games efficiently with confidence.
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First, download Visual Studio 2017. In the Visual Studio installer, choose the “Game development with C++” workload under the “Mobile & Gaming” category. This workload gives you the core tools to build C++ games for desktop, including Visual Studio core editor, Visual C++ compiler, Windows Universal C Runtime, and Visual Studio debugger. For building games with the Cocos2d engine, check the “Cocos” option on the right. This will download and install the Cocos Creator editor from the Cocos2d-x site.
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Once the installation is complete, you will find a shortcut for “Cocos Creator” on your desktop and you can start creating new Cocos projects in the Cocos Creator. Write code with the full Visual Studio IntelliSense and browsing capabilities and debug your Cocos games with the powerful Visual Studio debugger.
Tell us what you think
Download Visual Studio 2017, try out the C++ game workload, and let us know what you think. For problems, let us know via the Report a Problem option in the upper right corner of the VS title bar. Track your feedback on the developer community portal. For suggestions, let us know through UserVoice. We look forward to hearing from you!
This lesson loads and draws models in 3D.
First create a new project using the instructions from the first two lessons: The basic game loop andAdding the DirectX Tool Kit which we will use for this lesson.
Source assets for models are often stored in Autodesk FBX, Wavefront OBJ, or similar formats. A build process is used to convert them to a more run-time friendly format that is easier to load and render.
For this tutorial, we will make of use of the DirectXMeshmeshconvert command-line tool. Start by saving cup._obj, cup.mtl, and cup.jpg into your new project's directory, and then from the top menu select Project / Add Existing Item... Select 'cup.jpg' and click 'OK'.
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Run the following command-line
Then from the top menu in Visual Studio select Project / Add Existing Item... Select cup.sdkmesh and click 'OK'.
Technical notes
DirectX Tool Kit for DirectX 12 does not support
.cmo models.
In the Game.h file, add the following variables to the bottom of the Game class's private declarations (right after where you added
m_graphicsMemory as part of setup):
In Game.cpp, add to the TODO of CreateDevice right after you create
m_graphicsMemory :
In Game.cpp, add to the TODO of CreateResources: Intervention and reflection 8th edition.
In Game.cpp, add to the TODO of OnDeviceLost:
In Game.cpp, add to the TODO of Render:
In Game.cpp, add to the TODO of Update:
Build and run and you will see our cup model rendered with default lighting:
Troubleshooting: If you get a runtime exception, then you may have the 'cup.jpg' or 'cup.sdkmesh' in the wrong folder, have modified the 'Working Directory' in the 'Debugging' configuration settings, or otherwise changed the expected paths at runtime of the application. You should set a break-point on
Model::CreateFromSDKMESH and step into the code to find the exact problem.
The render function must set descriptor heaps using
SetDescriptorHeaps . This allows the application to use their own heaps instead of the EffectTextureFactory class for where the textures are in memory. You can freely mix and match heaps in the application, but remember that you can have only a single texture descriptor heap and a single sampler descriptor heap active at any given time.
The Model class creates effects for the loaded materials which are set to default lighting parameters. Because the effects system is flexible, we must first enable C++ Run-Time Type Information (RTTI) in order to safely discover the various interfaces supported at runtime. From the drop-down menu, select Project / Properties. Set to 'All Configurations' / 'All Platforms'. On the left-hand tree view select
C/C++ / Language. Then set 'Enable Run-Time Type Information' to 'Yes'. Click 'OK'.
In the Game.h file, add the following variable to the bottom of the Game class's private declarations:
In Game.cpp, add to the TODO of CreateDevice after you create the
m_modelNormal effect array:
In Game.cpp, add to the TODO of OnDeviceLost:
In Game.cpp, modify the TODO of Render:
Build and run to get our cup with a colored light, per-pixel rather than vertex lighting, and fogging enabled.
Technical notes
Here we've made use to two C++ concepts:
In DirectX Tool Kit for DirectX 11 the effect would select the proper shaders to use when you called
Apply . With the Direct3D 12 Pipeline State Object, the shader configuration must be chosen when the effect is created. Therefore, we used EnableFogging and EnablePerPixelLighting on the effect factory to ensure the effects for m_modelFog were created with EffectFlags::PerPixelLighting | EffectFlags::Fog .
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Next lesson:Using advanced shaders
DirectX Tool Kit docs EffectFactory, EffectTextureFactory, Effects, EffectPipelineStateDescription, Model, RenderTargetState
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