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Member Since 13 Aug 2003
Offline Last Active Apr 16 2013 06:35 PM

Journal Entries

Lyost's Journal > D3D11 Framework Update

Posted 10 March 2013

While there is still plenty of work to do on my d3d11 framework, I thought I'd post an update on the current status. For what's currently in it:keyboard inputmouse inputvertex shaderspixel shadersviewportsblend and depth stencil statestexturing (just loading from a file for now, will be expanding functionality later)resizing/fullscreen toggling A short li...

Lyost's Journal > Public header generation

Posted 06 January 2013

In the course of expanding and fixing the D3D11 framework from my previous journal entry, I've found that there are types and functions that I want to have as public in the library but not exposed outside of it (internal scope in C#). Instead of purely using the pimpl idiom (for those unfamiliar with the term or how to apply it, these should help explain...

Lyost's Journal > D3D11 Port of Particle System Rendering - with source

Posted 29 December 2012

The D3D11 port of the rendering process for my particle system editor is complete (VC++ 2010 project and source under the MIT license can be found at the end of this entry, also you will need to edit the include and additional dependancy paths to build). The hardest part of the project has been finding time for it since my job has been demanding evenings...

Lyost's Journal > Particle System Editor - Edit: Now with source

Posted 30 September 2012

Reason for the Project

In the tank game, the particle system was probably one of the weaker parts of the game on the technical side. In addition, it was a tedious process to adjust it: run the game, get to a point where the particle system will be used, kick it off, exit, tweak it, and repeat. Which is why my project after that was this...

Lyost's Journal > XNA Game Complete

Posted 29 December 2011


The primary goals of my tank game project were: to learn about the XNA framework, and create a feature complete game. I feel that I have accomplished both. Though I used the term "feature complete game" instead of "complete game" because all the code is there and working for the game, but content is lacking. ...