Chronicles of the Hieroglyph

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Building Hieroglyph 3, a Direct3D 11 based engine that will be available open sourced shortly...
485 comments
3 followers
316 entries
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Jason Z
February 13, 2010
Hieroglyph and SVN

Hieroglyph and SVN

With Hieroglyph up on CodePlex, I've been accessing and updating the code via the SVN repository with TortoiseSVN. Since I don't write code for a living, most of my projects are one man operations - hence I haven't really had the chance to utilize SVN in the past. Now that I hav…
596 views
Jason Z
February 10, 2010
Hieroglyph 3 on Codeplex!

Hieroglyph 3 on Codeplex!

It's official, Hieroglyph 3 is up on codeplex. Go check it out here. The library is certainly still a work in progress, but it should sufficiently demonstrate how to do many things in Direct3D 11. I've decided to use the MIT license since the Boost license wasn't support…
868 views
Jason Z
February 05, 2010
February 2010 DXSDK Available

February 2010 DXSDK Available

Clicky It looks like there was a big improvement in the PIX support for DX11 debugging, so go get the SDK!
486 views
Jason Z
February 03, 2010
Rendering Data Flow

Rendering Data Flow

After doing some refinement on my renderer interfaces, I decided to revisit my rendering notation investigations and see how they could be implemented into my renderer. The basic concept turns out to be a well worn concept, which I'll discuss in this post.

During my thesis resear…
631 views
Jason Z
January 30, 2010
Crysis 2 Tech Demo Video
Crysis 2 Tech Demo Video

I'll let the video speak for itself: ">Crysis 2 Tech Demo!

*Note*: the video is not real - I was silly enough to think it was without considering that people would put that much effort into nothing... Anyways, I guess it is still amusing if you want to look at it... [sad]…
646 views
Jason Z
January 29, 2010
Realtime Holographic Renderer

Realtime Holographic Renderer

After seeing Avatar in 3D IMAX (twice!), I started wondering how to put together a renderer to make stereo anaglyph renderings. After thinking about it, the concept is not too difficult really. My goal was to be able to utilize the single color lens glasses that were …
369 views
Jason Z
January 26, 2010
D3D11 Tessellation Operational!

D3D11 Tessellation Operational!

After a little debugging, I was able to get a minimal tessellation setup running in Hieroglyph 3. This was done for my third basic demo that I'll add into the package for the first release, and hence is a very basic tessellation. The demo more or less just splits up…
868 views
Jason Z
January 23, 2010
D3D11 Tessellation Demo

D3D11 Tessellation Demo

So, the final bit of code to implement before my first release is to build a basic tessellation demo in D3D11. Admittedly, I have been an avid supporter and user of the compute shader stages - at the expense of not knowing much about the new tessellation stages. However, af…
811 views
Jason Z
January 20, 2010
Rendering Notation Part II

Rendering Notation Part II

After doing some additional thinking and exploration on the rendering notation concept, I've come to several conclusions. The key to the whole concept is to separate any rendering operation into its resources, and the operations that are performed on them. In the grand s…
534 views
Jason Z
January 15, 2010
Rendering Notation

Rendering Notation

I have been wanting to spend some time to develop some way to document what a particular algorithm does from a high level. There have been many times while designing an algorithm, or even working out how someone else is pulling an effect of, that it would be handy to have a succi…
774 views
Jason Z
January 09, 2010
Inspecting Javascript and Blender

Inspecting &#106avascript and Blender

To take a short excursion from working on Hieroglyph 3, I picked up a couple of books that I've been thinking of getting for a while. The books cover &#106avascript and Blender respectively. It seems that &#106avascript is becoming more and more im…
497 views
Jason Z
January 02, 2010
HG3 - First Checkpoint Complete

HG3 - First Checkpoint Complete

My first major checkpoint has been completed for Hieroglyph 3. After monkeying around with Unicode and how to work around converting between Unicode and Ascii characters (which I handle largely with std::string and std::wstring) I am now able to perform the following…
378 views
Jason Z
December 31, 2009
Lua and (not) Unicode

Lua and (not) Unicode

The title seems a little silly now that I have written it, but it seems to fit my current situation. After switching Hieroglyph 3 over to Unicode, I managed to get the basic engine put back together and be able to create windows - essentially putting me back to the 'hello worl…
596 views
Jason Z
December 27, 2009
Hieroglyph 3 and Unicode

Hieroglyph 3 and Unicode

While porting over my base code from Hieroglyph 2 into the new Visual Studio 2008 project, I decided to make a clean break with a couple of conventions that I have used in the past. The first and most simple to change is the namespace that the engine will reside in - it has…
524 views
Jason Z
December 23, 2009
Hieroglyph 3.0

Hieroglyph 3.0

Introduction
I have officially started work on Hieroglyph 3.0. The project will have a much more focused set of objectives than my previous engine designs, but it will certainly reuse many components from versions 1 and 2. As I mentioned a couple posts ago, I'll be sharing the code b…
532 views
Jason Z
December 09, 2009
Post from Germany

Post from Germany

I recently accepted an assignment in Germany from my employer which will start in March of '10. All this week I'm in Germany looking for a house and making contacts with my future co-workers, so it will be a bit of a brief post...

I've finally almost wrapped up the sample applicati…
503 views
Jason Z
November 29, 2009
SSAO and DXUT

SSAO and DXUT

I've wrapped up my SSAO chapter, and will be putting together the demo program for it in the next couple of days. It appears that there is a DX11 DXUT implementation available, so I'll be looking into that and putting it through its paces for my demo. If I like it enough, I may descr…
392 views
Jason Z
November 24, 2009
Ready to reboot

Ready to reboot

Today I finally handed in the final copies of my thesis, so my Master's degree is completed. Yay!

With that finished up, I just need to finalize my SSAO article and submit it which I want to wrap up by the end of the holiday weekend. I'm also wrapping up a move over to my brother-in…
359 views
Jason Z
November 07, 2009
Free Engines!

Free Engines!

Holy smokes, a couple weeks go by and all of the sudden the indie developer gets a level playing field with everyone else for FREE! I was actually planning on getting a license of Unity Indie before they announced a free version of their engine, so after hearing about it I was even mo…
575 views
Jason Z
October 26, 2009
A New Milestone...
After a whirlwind of work, I have finally, finally finished writing my Master's thesis! I still need to do the thesis defense this Friday, but in just a few short days my degree will be complete! It seems like it has been forever since I started, and now its almost over... [grin]

In a strange coin…
401 views
Jason Z
October 17, 2009
Direct3D 11 Programming Tip: Visualization
I've been pretty quiet around here lately due to a large time commitment to finish up my thesis and the GPG8 chapter that I'm working on currently. However, I have been meaning to get this tip posted for a while and finally managed to wrap it up:


Direct3D 11 Programming Tip #8: Visualization

This ti…
1,402 views
Jason Z
October 07, 2009
GameX and GameX Industry Summit

GameX and GameX Industry Summit

For those of you who haven't heard about it, there are two events coming up that should be fairly accessible to indie developers: 'GameX' and the 'GameX Industry Summit'. These two events will be held in the Philadelphia area from October 23-25, so if you will be in …
508 views
Jason Z
October 01, 2009
I'm An MVP!

I'm An MVP!

[grin][grin][grin][grin][grin]

I just got the email today and its official: I've been awarded an MVP award for XNA/DirectX! For someone that hasn't had the opportunity to work in the games/graphics industry up to this point, I consider it a great personal achievement to get the award. H…
513 views
Jason Z
September 30, 2009
New SSAO Implementation

New SSAO Implementation

Lately I have been working on a new SSAO implementation as a side project to my current work, and am having some pretty good results so far. Performance is relatively good without too much optimization time being spent. As is typical with SSAO, I'm finding ways to minimize …
654 views
Jason Z
September 26, 2009
Unity3D and Hieroglyph

Unity3D and Hieroglyph

After reading quite a bit of the Unity3D documentation and then downloading their 30-day demo, I have to admit that I am quite impressed. From a useability standpoint, it is clearly the best engine that I have had the opportunity to try out. At least to me, things work the w…
640 views
Jason Z
September 21, 2009
Middleware Engines

Middleware Engines

Lately I have been thinking about the prospects of using a middleware engine for some game/demo concepts that I have been kicking around. Don't get me wrong - I love my engine and I'll continue working with it for high end testing and graphics hacking. I honestly can't imagine n…
394 views
Jason Z
September 15, 2009
August 2009 DXSDK

August 2009 DXSDK

I'm sure most of you have seen it by now, but just in case you weren't looking for it already the August 2009 DXSDK was released a few days ago. It is such a nice thing to have a complete documentation for DX11, and it clears up a few questions that I had about using compute shade…
407 views
Jason Z
September 08, 2009
Compute Shader Mania

Compute Shader Mania

I've been working double time on my current article project, which involves some pretty heavy lifting with the compute shader. Overall, I have learned a huge amount about how the compute shader works at a lower level and found that some of my assumptions about memory accessing …
516 views
Jason Z
August 28, 2009
Untitled

Direct3D 11 Programming Tip #7: Using FXC

This tip is actually one that I use frequently during my shader development, and is actually applicable to D3D9 and D3D10 as well as D3D11. For those of you who haven't heard of it before, FXC is a command line tool that comes with the DXSDK. It can be fou…
648 views
Jason Z
August 27, 2009
Direct3D 11 Programming Tip #6

Direct3D 11 Programming Tip #6: Compute Shader Addressing

This tip will be the final compute shader 'background' type post. We will be looking at how the compute shader utilizes the new system values to slice up a programming task, and at the same time give the developer a very rich and powerful sy…
1,079 views
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