It has been ages since my last post, and I've been super busy lately... However, the multithreaded version of Hieroglyph has been pushed to codeplex. Currently I've only had time to update the Ambient Occlusion and Water Simulation samples, but they seem to be workint out quite well on both of my test systems (one with D3D10 hardware and one with D3D11).
This post is also the first since gamedev.net's own MJP has added some features to Hieroglyph, including his extremely useful sprite renderer, which is used to render GDI text in D3D11. He ported his sprite rendering code from some of the samples that he distributed through his blog here, as well as several other updates. Matt is the first person to contribute to Hieroglyph other than myself, so I'm happy to get the help - thanks a bunch Matt!
The reason that I've been so busy is that a new writing project has come up, and will be taking up about 99% of my free time until close to the end of the year. This is by far the biggest such project that I have been involved with, and I'm excited to be a part of it. I'll be discussing more about it as the project gets closer to completion, but I'm fairly certain you can make a guess about the topic of the project [grin].