Jump to content

  • Log In with Google      Sign In   
  • Create Account


Chronicles of the Hieroglyph



Build & Project Configurations for Hieroglyph 3

Posted by Jason Z, 09 July 2014 · 222 views
msbuild, hieroglyph3
Building Hieroglyph 3

Hieroglyph 3 always has had an 'SDK' folder where the engine static library is built to in its various configuration and platform incarnations, and the include (*.h, *.inl) files are copied to an include folder. This lets a user of the engine have an easy way to build the engine and grab the result for use in another project that...


Simple Mesh Loaders

Posted by Jason Z, 26 June 2014 · 99 views
stl, obj, d3d11
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 programming, I didn't have a lot of cash to pick up one of the heavy duty modeling tools, so I shelled out the $20 for Milkshape and used that for most of my model loading needs. It came with a simple SDK that...


Oculus Rift + Hieroglyph 3 = Fun!

Posted by Jason Z, 14 June 2014 · 77 views
rift, d3d11
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 of the Hieroglyph 3 engine ended up providing a hassle free option for adding Rift interaction to an application. Here's the first screen shot of the properly running output rendering:



I have been an a...


Unique Style of Flow Control

Posted by Jason Z, 08 June 2014 · 56 views

I recently picked up a copy of the book "Developing Microsoft Media Foundation Applications " by Anton Polinger. I have been interested in adding some video capture and playback for my rendering framework, and finally got a chance to get started on the book.

What I immediately found interesting was in the foreword on page xvi, the author describes a codi...


Thoughts on Direct3D 12

Posted by Jason Z, 09 April 2014 · 2,155 views
d3d12
Introduction
At the BUILD 2014 conference, Max McMullen provided an overview of some of the changes coming in Direct3D 12. In case you missed it, take a look at it here . In general, I really enjoy checking out the API changes that are made with each iteration of D3D, so I wanted to take a short break from my WPF activities to consider how the new (pre...


Hieroglyph3 and WPF

Posted by Jason Z, 02 April 2014 · 491 views
d3d11, wpf, ui
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. This is mostly for editor style applications, and also an excuse for me to learn some other frameworks. The last few commits to the Hieroglyph 3 codebase have encompassed some work that I have done on WP...


User Interface Frameworks

Posted by Jason Z, 12 March 2014 · 515 views

Introduction
Lately I have found myself looking for an easy (or easier) way to get some native D3D11 code to play nicely with a user interface framework. Way back when I first started out writing Hieroglyph , I had the basic idea that I could just make my own user interface in the engine. I think many people start out with this mindset, but it is rarel...


HG4 and Object Lifetime Management Models

Posted by Jason Z, 12 November 2013 · 598 views
HG4, C++11
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 the past (i.e. Hieroglyph 3), I more or less used heap allocated objects as a default, and only generally didn't use stack allocation all that much. The only real exception to this was when working within...






July 2014 »

S M T W T F S
  12345
6789101112
13141516171819
2021 22 23242526
2728293031  

Recent Comments

Recent Comments

PARTNERS