🎉 Celebrating 25 Years of GameDev.net! 🎉
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
![We finally see some Hololens development details...](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
After what seems like an eternity (but in reality was about 1 year) we now have quite a bit of information about the Hololens. Perhaps even more interesting is that we have a pretty good picture of what development for the device will look like. If you haven't seen it already, you can start looki…
![Wrapping up 2015, planning for 2016](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
Its always a good practice to think about what you have done over the past year, and of course to think about what is coming in the next year. I have found this to be a good way to gain perspective about my various projects and activities, so I will indulge in some thinking out loud here.
2015
This…
![Visual Studio 2013 and Graphics Development](https://uploads.gamedev.net/blogs/monthly_03_2015/blogentry-55079-0-52150400-1427760514.png)
![Using STL Algorithms](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
![Microsoft's Hololens](https://uploads.gamedev.net/blogs/monthly_02_2015/blogentry-55079-0-51944400-1424388300.png)
![Data Design for Scene Graphs Pt.II](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
![Tune in to the Connect(); conference](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
![Data Design for Scene Graphs](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
In case you haven't heard about, all of the sessions from CppCon 2014 are being released on the CppCon YouTube Channel. This is a fantastic way for you to catch up on the latest and greatest things that people are doing with C++ (especially modern C++), and the price is about as good as …
![Using NuGet to Manage Dependencies](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
Hieroglyph 3 has two primary dependencies - Lua and DirectXTK. Lua is used to provide simple scripting support, while DirectXTK is used for loading textures. Both of these libraries are included in the Hieroglyph 3 repository in source form. This allows for easy building wit…
![Build & Project Configurations for Hieroglyph 3](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
Hieroglyph 3 always has had an 'SDK' folder where the engine static library is built to in its various configuration and platform incarnations, and the include (*.h, *.inl) files are copied to an include folder. This lets a user of the engine have an easy way to build the engi…
![Simple Mesh Loaders](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
![Oculus Rift + Hieroglyph 3 = Fun!](https://uploads.gamedev.net/blogs/monthly_06_2014/blogentry-55079-0-37784100-1402749385.png)
![Unique Style of Flow Control](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
What I immediately found inter…
![Thoughts on Direct3D 12](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
At the BUILD 2014 conference, Max McMullen provided an overview of some of the changes coming in Direct3D 12. In case you missed it, take a look at it here. In general, I really enjoy checking out the API changes that are made with each iteration of D3D, so I wanted to take a short br…
![Hieroglyph3 and WPF](https://uploads.gamedev.net/blogs/monthly_04_2014/blogentry-55079-0-57574300-1396475819.png)
![User Interface Frameworks](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
Lately I have found myself looking for an easy (or easier) way to get some native D3D11 code to play nicely with a user interface framework. Way back when I first started out writing Hieroglyph, I had the basic idea that I could just make my own user interface in the engine. I think m…
![HG4 and Object Lifetime Management Models](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
![MVP Renewal++](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
![Going Native](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
This post has two purposes, both related to its title. First and foremost, today through Friday the 'Going Native 2013' conference is happening. If you aren't familiar with it, this is a C++ conference held by Microsoft in Redmond and it is devoted to all things C++. …
![The Features of Direct3D 11.2](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
![GPU Pro 4](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
In general,…
![Pipeline State Monitoring - Results](https://uploads.gamedev.net/blogs/monthly_03_2013/blogentry-55079-0-44777000-1364573703.png)
![Pipeline State Monitoring](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
![Don't use Singletons for Event Managers!](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
A long time ago, I added an event ma…
![Glyphlets](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
![Happy New Year - 2013 Edition](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
![Volume Rendering](https://uploads.gamedev.net/blogs/monthly_11_2012/blogentry-55079-0-83368700-1352773798.png)
![Dynamic Buffer Templates in D3D11](https://uploads.gamedev.net/profile/photo-thumb-55079.png)
![Generalized Geometry Handling](https://uploads.gamedev.net/blogs/monthly_09_2012/blogentry-55079-0-61669400-1348282672.png)