Jump to content

  • Log In with Google      Sign In   
  • Create Account

Calling all IT Pros from Canada and Australia.. we need your help! Support our site by taking a quick sponsored surveyand win a chance at a $50 Amazon gift card. Click here to get started!


Richards Software Ramblings



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...


Adding Shadow-mapping and SSAO to the Terrain

Posted by ericrrichards22, 17 November 2013 · 488 views
SSAO, SlimDX, C#, DirectX 11 and 2 more...
Now that I’m finished up with everything that I wanted to cover from Frank Luna’s Introduction to 3D Game Programming with Direct3D 11.0 , I want to spend some time improving the Terrain class that we introduced earlier . My ultimate goal is to create a two tiered strategy game, with a turn-based strategic level and either a turn-based or real-t...


Rendering Water with Displacement Mapping

Posted by ericrrichards22, 12 November 2013 · 428 views
SlimDX, C#, DirectX11 and 2 more...
Quite a while back , I presented an example that rendered water waves by computing a wave equation and updating a polygonal mesh each frame. This method produced fairly nice graphical results, but it was very CPU-intensive, and relied on updating a vertex buffer every frame, so it had relatively poor performance.

We can use displacement mapping to ap...


SSAO with SlimDX and DirectX11

Posted by ericrrichards22, 07 November 2013 · 548 views
DirectX 11, SlimDX, C#, SSAO and 1 more...
In real-time lighting applications, like games, we usually only calculate direct lighting, i.e. light that originates from a light source and hits an object directly. The Phong lighting model that we have been using thus far is an example of this; we only calculate the direct diffuse and specular lighting. We either ignore indirect light (light that ha...


Windows 8.1 and SlimDX

Posted by ericrrichards22, 03 November 2013 · 677 views
Windows 8.1, SlimDX
This weekend, I updated my home workstation from Windows 8 to Windows 8.1. Just before doing this, I had done a bunch of work on my SSAO implementation, which I was intending to write up here once I got back from a visit home to do some deer hunting and help my parents get their firewood in. When I got back, I fired up my machine, and loaded up VS to r...


Shadow Mapping with SlimDX and DirectX 11

Posted by ericrrichards22, 28 October 2013 · 457 views
SlimDX, C#, DirectX 11 and 2 more...
Shadow mapping is a technique to cast shadows from arbitrary objects onto arbitrary 3D surfaces. You may recall that we implemented planar shadows earlier using the stencil buffer. Although this technique worked well for rendering shadows onto planar (flat) surfaces, this technique does not work well when we want to cast shadows onto curved or irregul...


Expanding our BasicModel Class

Posted by ericrrichards22, 25 October 2013 · 323 views
C#, SlimDX, DirectX 11, Models
I had promised that we would move on to discussing shadows, using the shadow mapping technique. However, when I got back into the code I had written for that example, I realized that I was really sick of handling all of the geometry for our stock columns & skull scene. So I decided that, rather than manage all of the buffer creation and litter the...


Particle Systems using Stream-Out in DirectX 11 and SlimDX

Posted by ericrrichards22, 21 October 2013 · 685 views
C#SlimDX, DirectX 11 and 3 more...
Particle systems are a technique commonly used to simulate chaotic phenomena, which are not easy to render using normal polygons. Some common examples include fire, smoke, rain, snow, or sparks. The particle system implementation that we are going to develop will be general enough to support many different effects; we will be using the GPU’s StreamOut...


Skinned Models in DirectX 11 with SlimDX and Assimp.Net

Posted by ericrrichards22, 15 October 2013 · 623 views
C#, SlimDX, Assimp, DirectX 11 and 2 more...
Sorry for the hiatus, I’ve been very busy with work and life the last couple weeks. Today, we’re going to look at loading meshes with skeletal animations in DirectX 11, using SlimDX and Assimp.Net in C#. This will probably be our most complicated example yet, so bear with me. This example is inspired by Chapter 25 of Frank Luna’s Introduction to 3D Ga...


Loading 3D Models using Assimp.Net and SlimDX

Posted by ericrrichards22, 03 October 2013 · 804 views
C#, SlimDX, DirectX 11, Models and 1 more...
So far, we have either worked with procedurally generated meshes, like our boxes and cylinders, or loaded very simple text-based mesh formats. For any kind of real application, however, we will need to have the capability to load meshes created by artists using 3D modeling and animation programs, like Blender or 3DS Max. There are a number of potential so...






August 2015 »

S M T W T F S
      1
2345678
9101112131415
16171819202122
23242526272829
30 31      

Latest Visitors

PARTNERS