Yay for dynamic textures.
Yay for awesome slowness.
Yay for 20000 sprites managing to run above 1 fps.
Speed demoning: Well considering there are multiple pixel shaders, a stencil buffer and dynamic texture updates I'm amazed it runs at all.
Textures: I've made great progress with this thing lately…
I got the new Blind Guardian album - A Twist in the Myth . It's fucking awesome.
I put up some new shots for Gorgon showing the framework screens and a couple of new things regarding logos I threw in there.
Obligatory screenshots:
The first is the mode selection screen and the second is a the devic…
I put up some new shots for Gorgon showing the framework screens and a couple of new things regarding logos I threw in there.
Obligatory screenshots:
The first is the mode selection screen and the second is a the devic…
On shaders
Jesus Murphy Christ. I did more experimenting using shaders in my library and really I had no idea how easy it was to implement these things. Even to do the post processing stuff is simple, hell I even made a sine-wave scroller thing in a short amount of time and I suck. I have to wond…
Jesus Murphy Christ. I did more experimenting using shaders in my library and really I had no idea how easy it was to implement these things. Even to do the post processing stuff is simple, hell I even made a sine-wave scroller thing in a short amount of time and I suck. I have to wond…
So upon reading about the uncertainty of the future of DirectInput I did some preliminary research into how we were to handle input from now on. The answer, WM_INPUT. Armed with this knowledge I did nothing. I did other things, more important things as designing input stuff is not exactly exciti…
Update 09/18/06
I've fixed up the character selection screen, should be a little better now... I hope. Should also be a little more responsive.
Yes. It's done. Somewhat.
Here is a link for download.
You need:
I've fixed up the character selection screen, should be a little better now... I hope. Should also be a little more responsive.
Yes. It's done. Somewhat.
Here is a link for download.
You need:
- .NET 2.0
- Managed DirectX (August 2006)
- Some patience
As of Friday I get to go on my first 'real' vacation in 2 and a 1/2 years. And it's to attend my brother's wedding. I hate weddings that I don't have to participate in, but in this one I'm best man and I have to play Canon in D on guitar (how cliche), so my hate of weddings has doubled. I should…
Yay. I have support for importing Angelcode's BM font format, as well as export support for Mudge's .xml/.mudge font files.
The angelcode import is kind of limited though. I don't use the texture associated with the file (except to get image dimensions, I think... or was that Mudge?), as I gener…
The angelcode import is kind of limited though. I don't use the texture associated with the file (except to get image dimensions, I think... or was that Mudge?), as I gener…
Eventually I'll have an image of the day up show casing my bitmap font editor. I've been working at it for a week now. Soon, I will be but a shell of a man.
Obligatory screenshot:
Purty innit?
This thing is LGPL'd and free for people to use. But if you do use it in your applications, I want a copy …
Obligatory screenshot:
Purty innit?
This thing is LGPL'd and free for people to use. But if you do use it in your applications, I want a copy …
See my post here.
I've been struggling with this for the last 3 days. I'm at my fucking wits end. I want to cause bodily harm to IHVs.
Please, if anyone can help, let me know.
So I managed to get it working properly by using the bresenham algorithm and doing it by using points. However, it's much s…
I've been struggling with this for the last 3 days. I'm at my fucking wits end. I want to cause bodily harm to IHVs.
Please, if anyone can help, let me know.
So I managed to get it working properly by using the bresenham algorithm and doing it by using points. However, it's much s…
So I went ahead and implemented clipping using the D3D viewport. However since this also means that I have to do an update to the projection matrix (else the viewport just squashes the image) there is a performance hit. Not a major one, but there is one nonetheless. I even hardcoded a GUI window…
Unf! I got drawing working. "BUT MADOX! LOLZ!".. er wrong webpage. "But tape, why? And isn't drawing to a texture in realtime very slow?" Well silly mortal: It's quite handy to have basic drawing routines simply because doing simple things like a selection rectangle via a static texture is a …
Yeah, so I put up a demo here.
Requirements:
Requirements:
- Direct X 9.0 + Managed DirectX, specifically the June 2006 update.
- .NET 2.0
- Whiskey
Holy shit batman. Fonts. Yes, I know, there was text in the images before this. That was using the built in ID3DXFont crap. This however is homegrown.
I'm really getting sick of those bouncing balls, but they really do help with the stress testing. Perhaps I should write something useful with…
Here's an old shot of the original 2D gorgon that I did a couple of years back:
Purty innit?
So I ran this today, it has always had lousy framerates, but given my timing issues that I've been having I decided to run this thing in fullscreen. 16 FPS. Yep. Went from 168 (yes, I know it says 139 or s…
Purty innit?
So I ran this today, it has always had lousy framerates, but given my timing issues that I've been having I decided to run this thing in fullscreen. 16 FPS. Yep. Went from 168 (yes, I know it says 139 or s…
I'm having a shitload of trouble with my timing code. It's horrible. If anyone has an object for doing proper delta-frametime times and FPS times, I'd appreciate a look at it or some help pointing me in the right direction. I made a post about it on the .NET forum.
It's just too damn late.
It's just too damn late.
So I implemented render to texture render targets tonight. I had the framework set up ages ago, and it could handle multiple render windows all along, this was merely an extension.
Behold the magnificent magificentiness.
Ignore the lousy framerate, the app had just started up and hadn't 'warmed' up y…
Behold the magnificent magificentiness.
Ignore the lousy framerate, the app had just started up and hadn't 'warmed' up y…
For those of you that don't know (i.e. everyone): I write database crap for a living. Our company is great, very flexible hours, laid back atmosphere, good pay and beer in the fridge at all times. So what's the down side? Microsoft Access. I seriously hate that thing. I'd like to find the per…
Some people may not realize that I've been writing a library called Gorgon. In fact 99% of people don't realize this. They should, I'm important goddamn it. It's been in development off and on since... er.. uhm... 2000? Yeah, about that. No, I wish I were kidding. Sadly, I'm farrrrr too indec…
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