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Chronicles of the Hieroglyph



Going Native

Posted by Jason Z, 04 September 2013 · 474 views
C++
Going Native - The Conference
This post has two purposes, both related to its title. First and foremost, today through Friday the 'Going Native 2013 ' conference is happening. If you aren't familiar with it, this is a C++ conference held by Microsoft in Redmond and it is devoted to all things C++. Many of the big names in C++ are speaking there, incl...


The Features of Direct3D 11.2

Posted by Jason Z, 10 July 2013 · 2,353 views

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 graphics programmer are the new features defined in the Direct3D 11.2 specification level. I watched the "What's New in Direct3D 11.2" presentation, which provided a good overview of the new features. You can...


Something Special Today...

Posted by Jason Z, 21 May 2013 · 631 views

I received something today that is pretty unique, and I can honestly say that I haven't ever gotten anything of this sort before http://public.gamedev5.net//public/style_emoticons/default/smile.png  Let's see if you are able to notice something different about the copy of our D3D11 book that I received today:   That's right - the copy on the right has bee...


GPU Pro 4

Posted by Jason Z, 16 May 2013 · 547 views

I just received my copy of GPU Pro 4 today, which was a nice surprise.  I had contributed a chapter on Kinect Programming with Direct3D 11, and it is really nice to see it in print.  And of course, there is also lots of other interesting articles that I have been digging through as well.In general, I find it really interesting to see the breadth and depth...


Pipeline State Monitoring - Results

Posted by Jason Z, 29 March 2013 · 664 views

Last time  I discussed how I am currently using pipeline state monitoring to minimize the number of API calls that are submitted to the Direct3D runtime/driver.  Some of you were wondering if this is a worthwhile thing to try out, and were interested in some empirical test results to see what the difference is.  Hieroglyph 3  has quite a number of differe...


Pipeline State Monitoring

Posted by Jason Z, 07 March 2013 · 1,189 views
D3D11, rendering
My last couple of commits to Hieroglyph 3  addressed a performance issue that most likely all graphics programmers that have made it beyond the basics have grappled with: Pipeline State Monitoring.  This is the system used to ensure that your engine only submits the API calls that are really necessary in your rendered frame.  This cuts down on any API cal...


Don't use Singletons for Event Managers!

Posted by Jason Z, 21 February 2013 · 958 views
singleton
The most recent commit to the Hieroglyph 3  repository has reduced my usage of the simple event system in the engine.  I think the reasons behind this can apply to others, so I wanted to make a post here about it and try to share my experiences with the community.A long time ago, I added an event manager to the Hieroglyph codebase.  This was really long t...


Glyphlets

Posted by Jason Z, 10 February 2013 · 679 views

As I alluded to last time around, one of the new features that I have been working on lately is Glyphlets.  These little guys are basically an abstraction of an application, and only provide the bare minimum functionality that an app requires.  The simplicity of the interface is demonstrated by the Glyphlet header file://----------------------------------...






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