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C++ DirectX Game Development: Blending and Models

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C++ DirectX Game Development: Blending and Models

Learn To Code by Making Games: Complete Unity 5 Developer http://bit.ly/1OWusXL

You've explored skyboxes and porting DX 11 to 11.2, and you've played with sounds and shaders. How about a look at blending and models? Take the next step in game development, and learn how easy it is to implement techniques and to add features to your game engine.

Watch as experts Bryan Griffiths and Mickey MacDonald continue their C++/DirectX game development series with a deep dive into atmospheric effects, transparency, and third-party model importing, using the basic loader framework from Microsoft. They even look at new opportunities for students and professionals, in this popular course.

Introduction / Getting Started
Hear a course intro, and get a quick look at the current state of the prototype. Explore Windows Developer landscape changes, given the unification of phone/desktop accounts, plus hear about new opportunities for students and professionals.

Blending/Transparency
Learn how to implement techniques, like alpha clipping, global fog, and transparency/blending.

Creating Models and the OBJ Format
Take a deep dive into how the open source OBJ and VBO file formats represent models and why this is important. And hear how to create them from a third-party program like Maya, or by hand if you are feeling adventurous.

Using the Model Importer
Look at the new model loader provided by Microsoft (utilized in the demo) and how you can use it to import third-party models from other software or handmade models from a text file. Plus, get a wrap-up and a review of the day.


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