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Richards Software Ramblings



Site Migration

Posted by ericrrichards22, 19 July 2014 · 249 views

I've decided to move my blog off of Blogger. Blogger was great for getting started, but it has just become too painful to fight with going forward. I'm sick of fighting the Blogger templating to force it to display my content the way that I want it to. Blogger has a habit of absolutely mangling the html that I try to post. For posts consisting mostly of p...


Clipping Lines to a Rectangle using the Cohen-Sutherland Algorithm

Posted by ericrrichards22, 14 July 2014 · 227 views
Line Clipping, C# and 1 more...
For the last six or eight months, off and on, I’ve been trying to write some code that will create a Voronoi diagram from a set of random points, inspired by Amit Patel’s Polygonal Map Generation demo . In the last week or so, I had a bit of a break-through, in that I finally managed to get an implementation of Fortune’s Algorithm put together that wou...


One Year Later…

Posted by ericrrichards22, 10 July 2014 · 571 views

Tuesday was the anniversary of my first real post on this blog. For the most part, I’ve tried to keep my content here on the technical side of things, but, what the hell, this is a good time to reflect on a year of blogging – what went well, what went poorly, and where I’m going from here.

What I Meant to Accomplish (And What I actually Accomplished…)...


Rendering Text using SlimDX SpriteTextRenderer

Posted by ericrrichards22, 05 February 2014 · 355 views
SlimDX, DirectX 11, C# and 1 more...
Howdy. Today, I’m going to discuss rendering UI text using the SlimDX SpriteTextRenderer library . This is a very nifty and light-weight extension library for SlimDX, hosted on CodePlex. In older versions of DirectX, it used to be possible to easily render sprites and text using the ID3DXSprite and ID3DXFont interfaces, but those have been removed in n...


IBM Connect 2014

Posted by ericrrichards22, 02 February 2014 · 533 views
IBM, Connect 2014, Dilbert and 1 more...
Yikes! It’s been more than two weeks since my last post… It’s been a busy two weeks, as my employer has been gearing up for and attending IBM’s Connect 2014 conference in Orlando. So I’ve had less time than usual to work on my side projects here. Because of that, I’m going to go outside of my usual format, and recap the conference and some thoughts on...


Simple Particle Physics

Posted by ericrrichards22, 18 January 2014 · 483 views
C#, Physics, Particle Physics and 2 more...
As I mentioned last time , I’m going to move on from fiddling with my Terrain class for a little while, and start working on some physics code instead. I bought a copy of Ian Millington’s Game Physics Engine Development some months ago and skimmed through it, but was too busy with other things to really get into the accompanying source code . Now, I do...


Pathfinding III: Putting it All Together

Posted by ericrrichards22, 11 January 2014 · 2,000 views
SlimDX, C#, DirectX 11 and 3 more...

Watch the intrepid red blob wind its way through the mountain slopes!

Last time, we discussed the implementation of our A* pathfinding algorithm, as well as some commonly used heuristics for A*. Now we’re going to put all of the pieces together and get a working example to showcase t...


Pathfinding II: A* and Heuristics

Posted by ericrrichards22, 02 January 2014 · 483 views
C#, A*, SlimDX, DirectX11 and 1 more...
In our previous installment , we discussed the data structures that we will use to represent the graph which we will use for pathfinding on the terrain, as well as the initial pre-processing that was necessary to populate that graph with the information that our pathfinding algorithm will make use of. Now, we are ready to actually implement our pathfindi...


Pathfinding 1: Map Representation and Preprocessing

Posted by ericrrichards22, 30 December 2013 · 508 views
C#, SlimDX, DirectX11 and 2 more...
This was originally intended to be a single post on pathfinding, but it got too long, and so I am splitting it up into three or four smaller pieces. Today,we’re going to look at the data structures that we will use to represent the nodes of our pathfinding graph, and generating that graph from our terrain class.

When we were working on our quadtree to de...


OutOfMemoryException - Eliminating Temporary Allocations with Static Buffers in Effect Wrapper Code

Posted by ericrrichards22, 13 December 2013 · 359 views
C#, SlimDX, DirectX 11, Memory
I came across an interesting bug in the wrapper classes for my HLSL shader effects today. In preparation for creating a class to represent a game unit, for the purposes of demonstrating the terrain pathfinding code that I finished up last night, I had been refactoring my BasicModel and SkinnedModel classes to inherit from a common abstract base class, a...






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