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Richards Software Ramblings

4: Adsense

HLSL Cookbook: Directional Lighting

Moving along with Chapter 1 of the HLSL Development Cookbook , we're on to handling directional lighting. I've covered most of the theory behind directional lighting previously , so this is going to be quite brief.

To recap, in case anyone is unfamiliar with the term, a directional light is a light which illuminates the entire scene equally from a given...

Hemispherical Ambient Lighting

Well, it's been two rough months since the last post. Work has been crazy, and I've been wrestling with finishing up my never-ending Voronoi mapping project. So I decided to switch gears and return to the HLSL Development Cookbook . Now that I've got code in place to handle loading the .sdkmesh model files used by the book's examples, the hardest part is...

Loading an SDKMESH Model file with SlimDX

Many moons ago now, I picked up a copy of HLSL Development Cookbook by Doron Feinstein. I had intended to work my way through it after I finished up Luna's Introduction to 3D Game Programming with Direct3D 11.0 , but winter and life kind of got in the way...

Another difficulty I had with this book was that the code samples made heavy use of DXUT which...

Site Migration

I've decided to move my blog off of Blogger. Blogger was great for getting started, but it has just become too painful to fight with going forward. I'm sick of fighting the Blogger templating to force it to display my content the way that I want it to. Blogger has a habit of absolutely mangling the html that I try to post. For posts consisting mostly of p...

Clipping Lines to a Rectangle using the Cohen-Sutherland Algorithm

For the last six or eight months, off and on, I’ve been trying to write some code that will create a Voronoi diagram from a set of random points, inspired by Amit Patel’s Polygonal Map Generation demo . In the last week or so, I had a bit of a break-through, in that I finally managed to get an implementation of Fortune’s Algorithm put together that wou...

One Year Later…

Tuesday was the anniversary of my first real post on this blog. For the most part, I’ve tried to keep my content here on the technical side of things, but, what the hell, this is a good time to reflect on a year of blogging – what went well, what went poorly, and where I’m going from here.

What I Meant to Accomplish (And What I actually Accomplished…)...

Rendering Text using SlimDX SpriteTextRenderer

Howdy. Today, I’m going to discuss rendering UI text using the SlimDX SpriteTextRenderer library . This is a very nifty and light-weight extension library for SlimDX, hosted on CodePlex. In older versions of DirectX, it used to be possible to easily render sprites and text using the ID3DXSprite and ID3DXFont interfaces, but those have been removed in n...

IBM Connect 2014

Yikes! It’s been more than two weeks since my last post… It’s been a busy two weeks, as my employer has been gearing up for and attending IBM’s Connect 2014 conference in Orlando. So I’ve had less time than usual to work on my side projects here. Because of that, I’m going to go outside of my usual format, and recap the conference and some thoughts on...

Simple Particle Physics

As I mentioned last time , I’m going to move on from fiddling with my Terrain class for a little while, and start working on some physics code instead. I bought a copy of Ian Millington’s Game Physics Engine Development some months ago and skimmed through it, but was too busy with other things to really get into the accompanying source code . Now, I do...

Pathfinding III: Putting it All Together


Watch the intrepid red blob wind its way through the mountain slopes!

Last time, we discussed the implementation of our A* pathfinding algorithm, as well as some commonly used heuristics for A*. Now we’re going to put all of the pieces together and get a working example to showcase t...