Jump to content
  • entries
  • comments
  • views

Dynamic Vertex Buffers: Waves Demo

Sign in to follow this  


We'll wrap up the slate of examples from Chapter 6 of Frank Luna's Introduction to 3D Game Programming with Direct3D 11.0 by taking a look at updating a vertex buffer each frame, as opposed to the immutable vertex buffers we have been working with previously. We will be using the Hills Demo that we created previously as a starting point, and add a second grid mesh that will represent water. We will update this mesh each frame, to get the ripple effect shown below.


Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!