FPS meter, Moving buffers to the GPU, and Using the stencil part of the depth-stencil
Update: source now available at https://github.com/lyost/d3d12_framework While trying to build a couch and dealing with a broken pipe below the...
Update: source now available at https://github.com/lyost/d3d12_framework While trying to build a couch and dealing with a broken pipe below the...
There were two main pieces of cleanup work that I wanted to take care of in my Direct3D12 framework. The first was to break apart the LoadContent...
Shortly after I posted my previous dev journal entry, I got a direct message asking how I determined the number of vertices that the stream output...
Since my last entry I've added support for more of Direct3D12's features to my framework, which are: Cube and cube array textures. The implementation...
Just a minor update from my previous post. I've updated my D3D12 framework () to use committed instead of placed resources, along with centralizing...
It's been quite some time since I last posted here, despite reading some of the forums regularly. For this post I've gotten my work-in-progress...
While there is still plenty of work to do on my d3d11 framework, I thought I'd post an update on the current status. For what's currently in...
In the course of expanding and fixing the D3D11 framework from my previous journal entry, I've found that there are types and functions that I want...
The D3D11 port of the rendering process for my particle system editor is complete (VC++ 2010 project and source under the MIT license can be found at...
[heading]Reason for the Project[/heading]In the tank game, the particle system was probably one of the weaker parts of the game on the technical...
[heading]Summary[/heading]The primary goals of my tank game project were: to learn about the XNA framework, and create a feature complete game. I...
While working on a basic statemachine AI for my tank game, I found that my A* pathfinding on a navmesh wasn't working. I had already verified that...
[heading]Model Processing[/heading]While working on a model processor to determine the bounds of a model, I noticed something odd. The min/max were...
[heading]Intro[/heading]Don't let the title deceive you, this is not a simple rotation case. This is the subject that I've spent more time on than...
Since my plan for the tank game was to be a quick game to develop[sup]1[/sup], I decided to just do hit-scan weapons instead of actually generating a...
[subheading]Normal Mapping[/subheading]After reading and going through the code in "Learning XNA 4.0" by Aaron Reed, I created a few minor test...
[subheading]About me[/subheading]I am a software engineer who graduated from UNH back in 2005 with a BS in CS. By day I'm a software engineer working...
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