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Chronicles of the Hieroglyph

HG4 and Object Lifetime Management Models

Posted by Jason Z, 12 November 2013 · 809 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...

MVP Renewal++

Posted by Jason Z, 01 October 2013 · 897 views
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 have the chance to continue on. There is literally tons of different concepts in modern C++ that I want to start writing about again, so we will have to see what shape that can take... hopefully it can be...

Going Native

Posted by Jason Z, 04 September 2013 · 537 views
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 · 2,443 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 · 727 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 · 597 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 · 716 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 · 1,321 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...