1. About Me
  2. Installation and requirements
  3. How to use it
  4. FAQ
  5. References


I am interested in programming since I was 12. Mostly my career revolved around business programing using C# and MSSQL, however when I was Young, I had some game develpment experience. Since 2013\02 I've decided to change my interests to Game Development. Now, most of free time, when I am not working as business developer, I am learning C++, DirectX, Adveced Physic, Math, AI, and other usefull things hoping for become professionalist.

I believe that best way of learning is sharing Your knowledge. I know, that there is a lot more to do with my actuall work, but I hope that someone would find something usefull in this code. That's why I've spent some time to document it well. Every help, recommendation, noticing for some incorrect syntax would be warmly welcomed.

Also, I really warmly encourage for visiting my blog:





  • Install/Unzip Dorect X folder to any destination
  • Unzip folder "Engine_I" to any destination
  • Run *.sln file using Visual Studio Environment
  • Point for DirectX library in Visual Studio Environment. Check for example: http://www.rastertek.com/dx10tut01.html
  • Rebuild project hoping for no errors. If there would be some problems, please pm me


  • You should start examination from main.cpp
  • Description of all classes, methods and properties are in header files, when examining code I suggest routine described below:
  1. Examine code during debugging starting from here
  2. Most comments doesn't exists in method body. If You don't know what object,method or variable do, check object,method,variable declaration in header file of inspected class [TIP : usefull shortcut in VS = CTRL + F12 ]
  3. For fields and properties - if description in header file of inspected class is not enough, check header class definition for inspected property

Example: Debugging Graphic::Init

Step 1 - checking description of examined code

//Initialization routine 
//For more info about initialized instances check their descriptions in graphic class
if(!d3XCore.Init(hwnd, width, height, device, swapChain, renderTargetView, depthStencilView, font, config.configGraphic.FullScreen))

Step 2 - checking header class definition of graphic class

D3XCore d3XCore;    //This is Direct X controller. Check D3XCore.h for reference

Step 3 - checking header class definition of inspected property

//ClassName   : D3XCore
//LifeTime: Initialized during graphic initialization, shutduwn during closing application
//Description : Direct X Core. Initializing all important Direct X interfaces

//Name        : Init
//Description : Initialization of DirectX components which doesn't change during resizing routine
//Input       : hwnd         - handler to application
//      width        - width of the screen
//      height       - height of the screen
//      device       - reference to device pointer. Parameter would be filled with new value
//      swapChain        - reference to swap chain pointer. Parameter would be filled with new value
//      renderTargetView     - reference to render target view pointer. Parameter would be filled with new value
//      depthStencilView     - reference to depth stencil view pointer. Parameter would be filled with new value
//      font     - reference to direct x font interface pointer. Parameter would be filled with new value
//      fullscreen       - full screen flag
//Output      : true when no errors, else false

  • Remember that debugger doesn't take steps into *.fx files !
  • One more important annotation: Engine is separated for two parts :
    • Core : that is almost everything with exception on :
    • Drawings : that's part of game elements , not core engine. It would be later separated to different project actually for drawings there is :
      • DrawWorld : drawing models to scene
      • DrawTextInterface : draw text in each corner of the screen
      • DrawLight - draw lights to scene
      • DrawConfiguration - some fixed configurations dependent on game type

4. FAQ

Not at this moment


Textures for presentation: