One of the main purposes of DirectX is to provide a standard way of accessing many different proprietary hardware devices. Some of the really poorly designed sections of the original API have been removed. Some of the poorly designed sections of the original API have been cleanup up and improved. For example, the documentation doesn't suck as much as it originally did. A lot of improvements have been made to the original DirectX. The current version (at time of writing this paragraph) is DirectX 7. In many ways this was a good thing for game developers.
#DIRECTDRAW VS DIRECT3D DRIVERS#
Hardware vendors quickly realised that following the Microsoft lead was the prudent thing to do (a few that didn't, went under), and soon everyone began to produce DirectX drivers for their hardware. Given the power of their position in the market, they succeeded. DirectX was a horrible, clunky, poorly-designed, poorly-documented, bloated, ugly, confusing beast (*) of an API (Application Programming Interface), that was originally purchased from a London company called RenderMorphics, and first seriously released by Microsoft as "DirectX 3", who began to push it as the games programming API of the future.
#DIRECTDRAW VS DIRECT3D SOFTWARE#
So Microsoft's answer to this problem was a Software Development Kit (SDK) called DirectX. In those days, the extra overhead of a generic API would have made games too slow. DOS had allowed them to program as "close to the metal" as possible, that is, get straight to the hardware, without going through layers of abstraction and encapsulation. Windows 95 seemed to be "getting in the way" of this. Games developers began to wonder how they were going to write games optimally that would run under Windows 95 - games typically need to run in full-screen mode, and need to get as close as possible to your hardware. Windows 95, however, seemed to signal the beginning of the end of the DOS prompt. See this first if you have any problems your question may well be there.īefore the release of Windows 95, most games were developed for the DOS platform, usually using something like DOS4GW or some other 32-bit DOS extender to obtain access to 32-bit protected mode.
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The top-level page to this tutorial contains a list ofįrequently Asked Questions. Much MFC-independent so don't worry too much if you don't know MFC. The samples in this document are developed for Visual C/C++ MFC applications, but most of the material covered is pretty If you do not agree to this, go away, stop reading this. Neither is there any guarantee that the information in this document is correct. I am not responsible for any harm that might come from use or misuse of either this document or any of the files available for download from this site.
#DIRECTDRAW VS DIRECT3D CODE#
This document and all files and code provided with it are provided "as is" and without any warranty at all, not even the implied warranty of fitness of use for any particular purpose.
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My art is now here Game programming with DirectXĬhapter 1 - Introduction to DirectX 1.