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Jason Z

Member Since 04 Feb 2004
Offline Last Active Sep 14 2014 06:40 AM

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

Posted Jason Z 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 Jason Z 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 Jason Z 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 Jason Z 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 Jason Z 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 Jason Z 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 Jason Z 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 Jason Z 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...

Chronicles of the Hieroglyph > MVP Renewal++

Posted Jason Z on 01 October 2013 - 06:56 PM

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...

Chronicles of the Hieroglyph > Going Native

Posted Jason Z on 04 September 2013 - 06:55 PM

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...

Chronicles of the Hieroglyph > The Features of Direct3D 11.2

Posted Jason Z on 10 July 2013 - 04:52 AM

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...

Chronicles of the Hieroglyph > Something Special Today...

Posted Jason Z on 21 May 2013 - 07:56 PM

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...

Chronicles of the Hieroglyph > GPU Pro 4

Posted Jason Z on 16 May 2013 - 08:33 PM

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...

Chronicles of the Hieroglyph > Pipeline State Monitoring - Results

Posted Jason Z on 29 March 2013 - 10:04 AM

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...

Chronicles of the Hieroglyph > Pipeline State Monitoring

Posted Jason Z on 07 March 2013 - 09:37 PM

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...