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 concrete floor of the basement, I've also been continuing playing with Direct3D12. Since the last blog entry, I have implemented an FPS meter that …
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 functions of the various test programs. The second was to minimize object lifetimes. Previously all the various framework wrapper objects and their in…
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 buffer should be able to hold in the test program. I think that is a great question and while I replied discussing it for the test program, I think i…
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 of these isn't notably different from the other texture types, so I don't plan to delve into these.
- Mipmaps for all the texture types (…
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 Direct3D12 framework project into a good enough state that I thought I'd share it out (a zip file of the source is attached). The purposes of this proje…
- keyboard input
- mouse input
- vertex shaders
- pixel shaders
- viewports
- blend and depth stencil states
- texturing (just loading from a file for now, will be expanding f…
In the tank game, the particle system was probably one of the weaker parts of the game on the technical side. In addition, it was a tedious process to adjust it: run the game, get to a point where the particle system will be used, kick it off, exit, tweak i…
The primary goals of my tank game project were: to learn about the XNA framework, and create a feature complete game. I feel that I have accomplished both. Though I used the term "feature complete game" instead of "complete game" because all the code is there and working…
While working on a model processor to determine the bounds of a model, I noticed something odd. The min/max were not what I expected and the total width did not match the model. The code is simple and taken from one of my tester programs were it worked correctly…
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 any other in my tank game so far, even more than the rest of the game combined. If I had found a solution, this dev journal entry would probably be na…
Due to my ga…
After reading and going through the code in "Learning XNA 4.0" by Aaron Reed, I created a few minor test programs to play with some basic rendering techniques while learning more of the XNA framework. In each of these programs, I used simple models to test ag…
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 in C++, various scripting languages, and with the user and admin levels of Linux on distributed software that needs to run 24/7. By night (well, ev…