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Alex Hopkins' Journal



DirectX Cheat Sheet

Posted by Alex Hopkins, in DirectX 11 29 August 2012 · 1,899 views

I find it hard to visualise the flow and complete process required for a game loop using DirectX11 so to help myself I made myself a kind of cheat sheet. It's based on the presumption that most things are obvious and that just the order and steps required are to be detailed. The render calls made to the Model class don't include a Draw call to the...


Creating Unity-like GameObjects in C#

Posted by Alex Hopkins, in C#, DirectX 11, Engine, Unity3D 28 August 2012 · 892 views
unity, unity3d, c#, game, object and 2 more...
One of the things I like most about Unity3D, apart from the rich editor environment, is the way the GameObject class is so rich. It provides access to many useful methods and exposes the things common to all objects within the game, such as position and rotation.

I wanted to emulate something similar for my C# DX11 engine, so I came up with this...


Progress on "IOF" file format for OBJs

Posted by Alex Hopkins, in IOF, Uncategorized, C#, DirectX 11, Engine 28 August 2012 · 439 views
obj, wavefront, directx, opengl and 11 more...
I have finished "spec 1" of my custom model format, IOF. It is intended to remove a lot of the complexity of OBJ files that I won't be using but also introduce important features that I feel OBJ files are missing.

I am splitting the work of this format up until smaller "specifications" so that I don't spend months on finishing...


Moving from C++ to C# (and SharpDX)

Posted by Alex Hopkins, in Uncategorized, C#, DirectX 11, Engine 27 August 2012 · 982 views
sharpdx, c#, directx, native and 7 more...
I am switching my focus from C++ to C# for my landscape / environment engine, and switching from native DX to SharpDX.

There are many reasons for this, chief among them the speed at which you can achieve things in C#. I could continue my engine in C++ but the rate of progress wouldn't be great and given that this project will end up being a submission...


OBJ files and indices

Posted by Alex Hopkins, 27 August 2012 · 437 views
and 1 more...
So whenever I read about how to import a model into your game, it tends to be followed by suggestions that the user go and read the appropriate file format specification. Then a few suggestions related to model asset libraries like ASSIMP. I have tried many of the libraries and always seemed to have one or two issues with them, none of which were fatal, all...


DirectX Graphics Debugging

Posted by Alex Hopkins, in Uncategorized, DirectX 11, Visual Studio 23 August 2012 · 339 views
DirectX 11, DirectX and 9 more...
I once had to write a DirectX "scene" for a module at University. Back then, I wasn't aware of graphics debugging tools such as PIX or nSight. They are amazing! They allow you to capture a frame of your application and examine every tiny detail of the graphics pipeline.

You can see all of the DirectX calls and the render targets as they...


Start of my blogging on GameDev

Posted by Alex Hopkins, 23 August 2012 · 560 views

Hello World! My name is Alex and this is my first post on my first blog on GameDev. I am currently studying for a Bsc. Hons in Computer Game Application Development at Abertay University, in Dundee, Scotland. I am about to enter my fourth year and decided that before I do, I'd start work on experimenting with the development of my own game...





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