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Richards Software Ramblings



Dynamic Terrain Rendering with SlimDX and Direct3D 11

Posted by ericrrichards22, 21 September 2013 · 628 views
C#, DirectX 11, SlimDX, Terrain and 4 more...
A common task for strategy and other games with an outdoor setting is the rendering of the terrain for the level. Probably the most convenient way to model a terrain is to create a triangular grid, and then perturb the y-coordinates of the vertices to match the desired elevations. This elevation data can be determined by using a mathematical function,...


Diving into the Tessellation Stages of Direct3D 11

Posted by ericrrichards22, 17 September 2013 · 439 views
C#, Direct3D 11, SlimDX and 3 more...
In our last example on normal mapping and displacement mapping , we made use of the new Direct3D 11 tessellation stages when implementing our displacement mapping effect. For the purposes of the example, we did not examine too closely the concepts involved in making use of these new features, namely the Hull and Domain shaders. These new shader types a...


Bump and Displacement Mapping with SlimDX and Direct3D 11

Posted by ericrrichards22, 16 September 2013 · 384 views
C#, SlimDX, Direct3D 11 and 2 more...
Today, we are going to cover a couple of additional techniques that we can use to achieve more realistic lighting in our 3D scenes. Going back to our first discussion of lighting , recall that thus far, we have been using per-pixel, Phong lighting . This style of lighting was an improvement upon the earlier method of Gourad lighting , by interpolatin...


Dynamic Environmental Reflections in Direct3D 11 and C#

Posted by ericrrichards22, 11 September 2013 · 328 views
C#, DirectX 11, SlimDX and 3 more...
Last time , we looked at using cube maps to render a skybox around our 3D scenes, and also how to use that sky cubemap to render some environmental reflections onto our scene objects. While this method of rendering reflections is relatively cheap, performance-wise and can give an additional touch of realism to background geometry, it has some serious li...


Skyboxes and Environmental Reflections using Cube Maps in Direct3D 11 and SlimDX

Posted by ericrrichards22, 08 September 2013 · 354 views
C#, SlimDX, Direct3D 11 and 4 more...
This time, we are going to take a look at a special class of texture, the cube map, and a couple of the common applications for cube maps, skyboxes and environment-mapped reflections. Skyboxes allow us to model far away details, like the sky or distant scenery, to create a sense that the world is more expansive than just our scene geometry, in an inexpe...


Camera Picking in SlimDX and Direct3D 11

Posted by ericrrichards22, 01 September 2013 · 474 views
C#, SlimDX, Direct3D 11, Picking
So far, we have only been concerned with drawing a 3D scene to the 2D computer screen, by projecting the 3D positions of objects to the 2D pixels of the screen. Often, you will want to perform the reverse operation; given a pixel on the screen, which object in the 3D scene corresponds to that pixel? Probably the most common application for this kind of...


A Look-At Camera in SlimDX and Direct3D 11

Posted by ericrrichards22, 30 August 2013 · 297 views
C#, SlimDX, Direct3D 11 and 1 more...
Today, we are going to reprise our Camera class from the Camera Demo . In addition to the FPS-style camera that we have already implemented, we will create a Look-At camera, a camera that remains focused on a point and pans around its target. This camera will be similar to the very basic camera we implemented for our initial examples (see the Colored C...


Hardware Instancing and Frustum Culling using SlimDX and Direct3D 11

Posted by ericrrichards22, 28 August 2013 · 407 views
C#, SlimDX, Direct3D 11, Culling and 1 more...
One of the main bottlenecks to the speed of a Direct3D application is the number of Draw calls that are issued to the GPU, along with the overhead of switching shader constants for each object that is drawn. Today, we are going to look at two methods of optimizing our drawing code. Hardware instancing allows us to minimize the overhead of drawing ident...


An FPS Camera in SlimDX

Posted by ericrrichards22, 23 August 2013 · 351 views
SlimDx, C#, DirectX 11, FPS and 1 more...
Up until now, we have been using a fixed, orbiting camera to view our demo applications. This style of camera works adequately for our purposes, but for a real game project, you would probably want a more flexible type of camera implementation. Additionally, thus far we have been including our camera-specific code directly in our main application classes,...


Geometry Shader Billboards with SlimDX and DirectX 11

Posted by ericrrichards22, 16 August 2013 · 565 views
SlimDX, C#, DirectX 11 and 2 more...
When I first learned about programming DirectX using shaders, it was back when DirectX 9 was the newest thing around. Back then, there were only two stages in the shader pipeline, the Vertex and Pixel shaders that we have been utilizing thus far. DirectX 10 introduced the geometry shader, which allows us to modify entire geometric primitives on the har...






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