I decided the best place to get the seen without making people mad was here, sorry for always filling Geek Culture with questions and stuff.
I've been working on a Direct X 9 game engine. I know, it's hard and somewhat pointless, but I just want to do it. Plus, I don't want to have to deal with a commercial liscense or needing people to have visual c++ redistributables to play games I make, anyway...
I can initialize Direct 3D, render stuff, use lights, textures and non animated meshes (I haven't figured out how to use lights with stuff besides colored vertices though). I sort of understand the transformation matrices (I can rotate objects, but I don't know how to rotate and position them individually).
I can render stuff to a certain extent, but I don't know an easy, efficient and practical way to render multiple objects. DBPro uses an object number system. I don't know if I should try to do that, or how I'd do that, I need some help. I can't find any good tutorials or advice on a way to do that, do any of you guys know how to do it, or a place where I can figure it out?
Plus, nonanimated meshes aren't really an option if I want to make a decent game. I know how to make the animated meshes in a modeler (if I spelled that right), but I don't know how to display it in Direct X. There are examples for this in the Direct X SDK, but it has hundreds and hundreds of lines because it uses this DXUT thing, basically, it doesn't tell me anything.
I think there is a function called D3DXLoadMeshHierarchyFromX that I could use, but I can't find a good tutorial on it. I saw one on GameDev.net by Jason Jurecka, but I couldn't compile for some reason (something about an abstract class, so I guess I can't use his code). Anybody know anything about that function?
Thanks in advance
cout<<"I'm learning C++, and this is all I know

\n"