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Member Since 09 Dec 2011
Offline Last Active Nov 24 2013 11:26 AM

Topics I've Started

Rain droplets technique

21 October 2013 - 03:46 AM



I have to implement an effect for simulating raindrops on a window and although I've found a lot information on how to implement a particle system for that purpose, like the great Kaneda articles (e.g. Animation of Water Droplets Moving

Down a Surface), I'm still looking for a good technique for the droplets.
Take a look at this video:
or this other one:
Do you think they are using a expensive technique such as Metaballs or something much simpler?

[D3D11] D3D11 and D3D_FEATURE_LEVEL_10_0

18 October 2012 - 07:27 AM

My question is if I can compile D3D11 code on a laptop with a D3D10 compatible graphic card using D3D_FEATURE_LEVEL_10_0.

Or if it doesn't matter if I select D3D_FEATURE_LEVEL_10_0 and I need to compile the program on a computer with a D3D11 compatible graphic card.


Support Directx 9 and Directx 11 (both)

01 September 2012 - 07:56 AM

I have my own graphic engine written in DirectX 9.0c. Now I want to add new DirectX 11 features like hardware tesselation, but I don't want to rewrite the whole code, I just want to support both DirectX 9 and DirectX 11. For instance, Unreal let you switch between a DirectX 9 renderer and a DirectX 11 one.
How could I do that as soon as posible?

Creating a installer in visual studio 2010

06 June 2012 - 07:00 AM

Hi everyone!
I'm making a installer in visual studio 2010 for my DirectX app. I want the installer to include a bunch of files, including documentation, and resources like effects files, .X files and so forth. But there are almost a hundred files I want to include and I don't think adding all files directly to the installer is the best way to do it, I've thought of creating some kind of package or zip file and make sure the installer "unzip" them, but I don't know if it's possible, because I've never worked with installers before.
What do you do when you create a installer, specially when you create one for a DirectX app?

[D3D9] making D3DXFont resolution independent

09 May 2012 - 02:05 AM

I have a game that supports different resolutions and I want the text to be the same size in every resolution. So far I've been using D3DXFont, but using this class you have to pass the text size to the class constructor, is there a way of making my text resolution indepent?
I thought of create again my D3DXFont object every time I change resolution, but maybe there is a better way.