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Richards Software Ramblings



Rendering Text using SlimDX SpriteTextRenderer

Posted by ericrrichards22, 05 February 2014 · 494 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 · 621 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 · 562 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 · 2,138 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 · 564 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 · 634 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 · 415 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...


Refactoring Rendering Code out of the Terrain Class

Posted by ericrrichards22, 12 December 2013 · 362 views
Terrain, SlimDX, C#, DirectX 11 and 2 more...
Howdy, time for an update. I’ve mostly gotten my terrain pathfinding code first cut completed; I’m creating the navigation graph, and I’ve got an implementation of A* finished that allows me to create a list of terrain nodes that represents the path between tile A and tile B. I’m going to hold off a bit on presenting all of that, since I haven’t yet manag...


Terrain Tile Picking in 3D

Posted by ericrrichards22, 05 December 2013 · 567 views
C#, SlimDX, DirectX 11, Terrain and 1 more...
Typically, in a strategy game, in addition to the triangle mesh that we use to draw the terrain, there is an underlying logical representation, usually dividing the terrain into rectangular or hexagonal tiles. This grid is generally what is used to order units around, construct buildings, select targets and so forth. To do all this, we need to be able t...


A Terrain Minimap with SlimDX and DirectX 11

Posted by ericrrichards22, 20 November 2013 · 612 views
SlimDX, DirectX, C#, Terrain and 1 more...
Minimaps are a common feature of many different types of games, especially those in which the game world is larger than the area the player can see on screen at once. Generally, a minimap allows the player to keep track of where they are in the larger game world, and in many games, particularly strategy and simulation games where the view camera is no...






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