We finally see some Hololens development details...
After what seems like an eternity (but in reality was about 1 year) we now have quite a bit of information about the Hololens. Perhaps even more...
After what seems like an eternity (but in reality was about 1 year) we now have quite a bit of information about the Hololens. Perhaps even more...
Its always a good practice to think about what you have done over the past year, and of course to think about what is coming in the next year. I have...
Way back when D3D9 was first released, graphics debugging and performance was a complete black art. It was really, really difficult to know what was...
I have a small confession to make: I have very rarely used STL algorithms, even though I know I should. There is lots of really great reasons why I...
In general, I have always been interested in computer graphics. There is lots of different problems to solve, and if you like math/geometry then...
Last time around, I described current data layout of my primary scene graph class - the Entity3D. After some thought and further research into what...
Just a short entry for a quick plug. In case you haven't heard of it yet, there is a very developer focused event coming up this week from Microsoft....
CppCon 2014In case you haven't heard about, all of the sessions from CppCon 2014 are being released on the CppCon YouTube Channel. This is a...
Managing DependenciesHieroglyph 3 has two primary dependencies - Lua and DirectXTK. Lua is used to provide simple scripting support, while DirectXTK...
Building Hieroglyph 3Hieroglyph 3 always has had an 'SDK' folder where the engine static library is built to in its various configuration and...
Over the years, I have relied on the trusty old Milkshape3D file format for getting my 3D meshes into my engine. When I first started out in 3D...
I recently have been adding support to Hieroglyph 3 for the Oculus Rift. This post is going to discuss the process a little bit, and how the design...
[font=arial]I recently picked up a copy of the book "Developing Microsoft Media Foundation Applications" by Anton Polinger. I have been interested in...
IntroductionAt the BUILD 2014 conference, Max McMullen provided an overview of some of the changes coming in Direct3D 12. In case you missed it, take...
As I mentioned in my last entry, I am in the process of evaluating a number of different UI frameworks for use with Direct3D 11 integrated into them....
IntroductionLately I have found myself looking for an easy (or easier) way to get some native D3D11 code to play nicely with a user interface...
As the title implies, I have been thinking quite a bit more about the object lifetime management models and how they will be used in Hieroglyph 4. In...
I found out today that I have indeed been re-awarded as a Visual C++ MVP this year :) That makes five years running, and I'm really happy that I will...
Going Native - The ConferenceThis post has two purposes, both related to its title. First and foremost, today through Friday the 'Going Native 2013'...
I am sure you have heard by now about the new BUILD 2013 conference and all of the goodies that were presented there. Of special interest to the...
GameDev.net uses cookies to ensure you have the best experience on our platform. Learn more