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What is DirectX? - Page 3

post #21 of 27
Quote:
Originally Posted by Game_Freak View Post
Oh....thanks man! ...I actually kind of get if now.....
Hmmm... here's an analogy....

Say you want to build a car from parts. Would you research metallurgy, buy a mine, build a metal factory, and machine parts of the car from scratch? No, since car parts are standardized... you can just go buy component that already have been designed and built. You can focus on building your car.

DirectX is the same thing. Microsoft already did the work of building standard parts. Developers can focus on building the game with the parts that Microsoft provided. Higher DirectX allows for bigger and more complex parts to be dropped in.
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post #22 of 27
Thread Starter 
Quote:
Originally Posted by DuckieHo View Post
Hmmm... here's an analogy....

Say you want to build a car from parts. Would you research metallurgy, buy a mine, build a metal factory, and machine parts of the car from scratch? No, since car parts are standardized... you can just go buy component that already have been designed and built. You can focus on building your car.

DirectX is the same thing. Microsoft already did the work of building standard parts. Developers can focus on building the game with the parts that Microsoft provided. Higher DirectX allows for bigger and more complex parts to be dropped in.
I like this one
post #23 of 27
Hardware>-----------------<< DirectX >>---------------<Software

hardware changes and software changes, however DirectX provides a common standardized interface between the two. It allows for rapid application and game development and improves everyones life if all goes well. New versions of DirectX includes additional support for new hardware features that programmers want to implement in their software as well as additional functions which may not be directly hardware related, but provide better, or faster methods of doing things in the software.
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post #24 of 27
just a note the Quake 3 and Quake 4 engines are hybrids they are OpenGL with some DX9 coding for the windows version. The Mac/Linux versions of the engines are pure OpenGL
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post #25 of 27
Read THIS for a better understanding of OpenGL vs Direct X.

Here's a quick breakdown of DirectX versions from Valve's wiki:
Quote:
DirectX Capabilities

DirectX 6

DirectX 6-class graphics cards include the Nvidia TNT2 and Matrox G400.

DirectX 7

DirectX 7-class graphics cards include the Nvidia GeForce 256, 2, 2MX and 4MX cards and the ATI Radeon 7xxx series.

* Blob shadows
* Displacement map texture blending


DirectX 8.0

DirectX 8-class graphics cards include the Nvidia GeForce4 Ti and most of the GeForce FX 5x00 series (while technically DirectX 9 cards, the latter suffer from major performance problems with the DX9 rendering path).

* Refractions with the use of a du/dv map
* Dynamic shadows
* Directional lighting on world brushes using normal maps
* Cube-mapped specular effects
* Cube-mapped water
* Low-quality reflective water (used sparingly)


DirectX 8.1

DirectX 8.1-class graphics cards include the Nvidia GeForce FX 5800 and 5900 and the ATI RADEON 8500/9100 and 9000/9200 cards.

* Soft edge dynamic shadows

DirectX 9

DirectX 9-class graphics cards include the Nvidia GeForce 6600 and 6800 series and the ATI RADEON 9500/9600, 9700/9800, X300/X600 and X800 cards.

* Refractions with the use of a bump-map
* High-quality reflective water (used frequently)
* Softer edge dynamic shadows
* Normal-mapped lighting on models
* Improved-quality specular effects
* High dynamic range rendering
Quote:
DirectX 10 (or Direct3D 10) uses Shader Model 4.0. The API includes a geometry shader stage that breaks the old model of one vertex in/one vertex out, to allow for more complex effects in real time.

Direct3D 10 no longer uses "capability bits" to indicate which features are active on the current hardware. Instead, it defines a minimum standard of hardware capabilities which must be supported for a display system to be "Direct3D 10 compatible".
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post #26 of 27
the newer the directX is the better the program is going to perform, and allows more technology to be programmed into games, such as dynamic water, dynamic smoke, dynamic objects/breakable objects that aren't scripted. Hope that answers your question somewhat.
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post #27 of 27
ok from wiki


Quote:
In late 1994 Microsoft was just on the verge of releasing its next operating system, Windows 95. The main factor that would determine the value consumers would place on their new operating system very much rested on what programs would be able to run on it. Three Microsoft employees — Craig Eisler, Alex St. John, and Eric Engstrom — were concerned, because programmers tended to see Microsoft's previous operating system, DOS, as a better platform for game programming, meaning few games would be developed for Windows 95 and the operating system would not be as much of a success.

DOS allowed direct access to video cards, keyboards and mice, sound devices, and all other parts of the system, while Windows 95, with its protected memory model, restricted access to all of these, working on a much more standardized model. Microsoft needed a way that would let programmers get what they wanted, and they needed it quickly; the operating system was only months away from being released. Eisler, St. John, and Engstrom conspired together to fix this problem, with a solution that they eventually named DirectX.

The first version of DirectX released was shipped September of 1995 as the Windows Games SDK. It was the Win32 replacement for the poorly designed APIs for the Win16 operating system (DCI and WinG). A development team at ATI brought fundamental game graphics technology to the attention of Microsoft. The development of DirectX was led by the team of Eisler (development lead), St. John, and Engstrom (program manager). Simply put, it allowed all versions of Microsoft Windows, starting with Windows 95, to incorporate high-performance multimedia. Eisler wrote about the frenzy to build DirectX 1 through 5 in his blog.

Prior to DirectX's existence, Microsoft had already included OpenGL on their Windows NT platform. At the time, OpenGL required "high-end" hardware and was limited to engineering and CAD uses. Direct3D (introduced by Eisler, Engstrom, and St. John as an alternative to SGI's OpenGL) was intended to be a lightweight partner to the back then slower OpenGL for game use. As the power of graphics cards and the computers running them grew, OpenGL became the de-facto standard and a mainstream product. At that point a "battle" began between supporters of the cross-platform OpenGL and the Windows-only Direct3D, which many argued was another example of Microsoft's embrace, extend and extinguish business tactic (see Fahrenheit or Direct3D vs. OpenGL). Nevertheless, the other APIs of DirectX are often combined with OpenGL in computer games because OpenGL does not include all of DirectX's functionality (such as sound or joystick support). However, the combination of OpenGL and OpenAL for this purpose is becoming increasingly popular.

In a console-specific version, DirectX was used as a basis for Microsoft's Xbox and Xbox 360 console API. The API was developed jointly between Microsoft and NVIDIA, who developed the custom graphics hardware used by the console. The Xbox API is similar to DirectX version 8.1, but is non-updateable like other console technologies. The Xbox was code named DirectXbox, but this was shortened to Xbox for its commercial name. (J. Allard, PC Pro Interview, April 2004)

In 2002 Microsoft released DirectX 9 with support for the use of much longer shader programs than before with pixel and vertex shader version 2.0. Microsoft has continued to update the DirectX suite since then, introducing shader model 3.0 in DirectX 9.0c, released in August 2004.

As of April 2005, DirectShow was removed from DirectX and moved to the Microsoft Platform SDK instead. DirectX is, however, still required to build the DirectShow samples
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