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Jason Z

Member Since 04 Feb 2004
Offline Last Active Sep 03 2016 05:28 AM

Chronicles of the Hieroglyph > We finally see some Hololens development details...

Posted on 01 March 2016 - 07:59 PM

After what seems like an eternity (but in reality was about 1 year) we now have quite a bit of information about the Hololens. Perhaps even more interesting is that we have a pretty good picture of what development for the device will look like. If you haven't seen it already, you can start looking on the Development Overview page for a good introducti...

Chronicles of the Hieroglyph > Wrapping up 2015, planning for 2016

Posted on 29 December 2015 - 10:33 AM

Its always a good practice to think about what you have done over the past year, and of course to think about what is coming in the next year. I have found this to be a good way to gain perspective about my various projects and activities, so I will indulge in some thinking out loud here. 2015
This year I was extremely busy at work. Normally this...

Chronicles of the Hieroglyph > Visual Studio 2013 and Graphics Development

Posted on 30 March 2015 - 06:14 PM

Way back when D3D9 was first released, graphics debugging and performance was a complete black art. It was really, really difficult to know what was going on, and when the graphical output wasn't quite what it was supposed to be then you really had to put on your detective hat and begin to deduce what the issue could be. It was even worse for performance...

Chronicles of the Hieroglyph > Using STL Algorithms

Posted on 04 March 2015 - 07:50 PM

I have a small confession to make: I have very rarely used STL algorithms, even though I know I should. There is lots of really great reasons why I should, there top C++ developers out there that tell you to use them whenever it applies, but I just don't feel 100% comfortable with them yet. With that in mind, we can explore a recent foray into the use o...

Chronicles of the Hieroglyph > Microsoft's Hololens

Posted on 19 February 2015 - 05:30 PM

In general, I have always been interested in computer graphics. There is lots of different problems to solve, and if you like math/geometry then there really aren't many better ways to exercise your brain than working in this area. Once you know how to take geometry and project it onto an image, it can also be quite satisfying to do the opposite - start...

Chronicles of the Hieroglyph > Data Design for Scene Graphs Pt.II

Posted on 21 December 2014 - 07:35 AM

Last time around , I described current data layout of my primary scene graph class - the Entity3D. After some thought and further research into what direction I want to take the engine, I decided to make a few changes. Let's start with the printout of the current layout - after my recent changes:2> class Entity3D size(288):2> +---2> 0 |...

Chronicles of the Hieroglyph > Data Design for Scene Graphs

Posted on 14 October 2014 - 02:33 PM

CppCon 2014
In case you haven't heard about, all of the sessions from CppCon 2014 are being released on the CppCon YouTube Channel . This is a fantastic way for you to catch up on the latest and greatest things that people are doing with C++ (especially modern C++), and the price is about as good as it gets. There are over 100 sessions, and they are bei...

Chronicles of the Hieroglyph > Build & Project Configurations for Hieroglyph 3

Posted on 09 July 2014 - 07:20 PM

Building Hieroglyph 3

Hieroglyph 3 always has had an 'SDK' folder where the engine static library is built to in its various configuration and platform incarnations, and the include (*.h, *.inl) files are copied to an include folder. This lets a user of the engine have an easy way to build the engine and grab the result for use in another project that...

Chronicles of the Hieroglyph > Simple Mesh Loaders

Posted on 26 June 2014 - 07:47 PM

Over the years, I have relied on the trusty old Milkshape3D file format for getting my 3D meshes into my engine. When I first started out in 3D programming, I didn't have a lot of cash to pick up one of the heavy duty modeling tools, so I shelled out the $20 for Milkshape and used that for most of my model loading needs. It came with a simple SDK that...

Chronicles of the Hieroglyph > Oculus Rift + Hieroglyph 3 = Fun!

Posted on 14 June 2014 - 06:12 AM

I recently have been adding support to Hieroglyph 3 for the Oculus Rift. This post is going to discuss the process a little bit, and how the design of the Hieroglyph 3 engine ended up providing a hassle free option for adding Rift interaction to an application. Here's the first screen shot of the properly running output rendering:

I have been an a...

Chronicles of the Hieroglyph > Unique Style of Flow Control

Posted on 08 June 2014 - 07:16 PM

I recently picked up a copy of the book "Developing Microsoft Media Foundation Applications " by Anton Polinger. I have been interested in adding some video capture and playback for my rendering framework, and finally got a chance to get started on the book.

What I immediately found interesting was in the foreword on page xvi, the author describes a codi...

Chronicles of the Hieroglyph > Thoughts on Direct3D 12

Posted on 09 April 2014 - 04:08 PM

At the BUILD 2014 conference, Max McMullen provided an overview of some of the changes coming in Direct3D 12. In case you missed it, take a look at it here . In general, I really enjoy checking out the API changes that are made with each iteration of D3D, so I wanted to take a short break from my WPF activities to consider how the new (pre...

Chronicles of the Hieroglyph > Hieroglyph3 and WPF

Posted on 02 April 2014 - 03:34 PM

As I mentioned in my last entry , I am in the process of evaluating a number of different UI frameworks for use with Direct3D 11 integrated into them. This is mostly for editor style applications, and also an excuse for me to learn some other frameworks. The last few commits to the Hieroglyph 3 codebase have encompassed some work that I have done on WP...

Chronicles of the Hieroglyph > User Interface Frameworks

Posted on 12 March 2014 - 07:36 PM

Lately I have found myself looking for an easy (or easier) way to get some native D3D11 code to play nicely with a user interface framework. Way back when I first started out writing Hieroglyph , I had the basic idea that I could just make my own user interface in the engine. I think many people start out with this mindset, but it is rarel...

Chronicles of the Hieroglyph > HG4 and Object Lifetime Management Models

Posted on 12 November 2013 - 08:18 PM

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...