Tagged: directx 10

Fire Walk With Me 0

Fire Walk With Me

Over the last week I’ve been carefully balancing working on adding HDR rendering to Rawr along with watching the first and only two seasons of Twin Peaks. It’s hard to judge a show like that, on the whole, because while the first, say, sixteen-seventeen episodes are absolutely remarkable in just about every sense, the episodes leading up to the series finale ping pong back-and-forth between awful and passable. What is even more interesting, as an enormous fan of David Lynch, is the pure, focused power that he can have on any episode which he takes a part in. His abilities...

Of DirectX and D3DX 0

Of DirectX and D3DX

I’m certain that I’ve written about this back in the days of yore but, slowly, as time went on, I actually began to trust and even like using the Direct D3DX utilities in my own codebase. I have generally only relied on the matrix, vector, and quaternion functionality early on in developing a codebase simply to the reliability of knowing that the D3DX math routines are fool-proof as opposed to the routines I could write on my own that may do something stupid like CVector::CVector( float x, float y, float z ) { x = x; y = y; z...

Skin and Bones 0

Skin and Bones

It’s no coincidence that I haven’t made a real dev journal entry since September 7 since that is about when class (my last class evar, even) started up. Since then my weekdays have been pretty filled with a combination of class, work, and homework so I haven’t been able to make much progress on my hobby project (Rawr). With the class winding down now, though, I’m starting to make progress on the framework again and, along with that, I’m getting back into the habit of updating this little fella more often. My first task upon opening up the Rawr solution...

Of Bioshock and MxM Blocks 0

Of Bioshock and MxM Blocks

Well, it’s been a couple weeks, but I’m now fairly established in the new apartment and it’s absolutely fantastic. Though, aside from the move, the main other reason for the lack updates has, of course, been Bioshock, which is far and away the best game I’ve played in recent months The Bioshock thing brings me to my first point. I think that the one of the reasons that the game is as good as it is and is getting such a massive number of glowing reviews is that Bioshock has such a well-defined atmosphere. Sure, the graphics are great, the...

Still With the Every Dev-Day Thing 0

Still With the Every Dev-Day Thing

I’m still going with the dev journal entry for every day of actual development I do on this little project affectionately titled Rawr. Today was a sad day. Why was today a sad day, you may ask. Well, today was a sad day because I spent three hours struggling with that goddamn mouse. At first, the goal was to capture the mouse/stylus for the window (::SetCapture( HWND )), because it seemed like the right way to go about dealing with continuous movement. The beginning of this capture was set off whenever the left mouse button was held down and then...

The Beginnings of the Rawr Framework 0

The Beginnings of the Rawr Framework

On Friday night I made the decision that I would stop using the DXUT routines for my little Direct3D 10 sandbox that was beginning to evolve into a legitimate code toolset for me. And any legitimate code toolset — well, even a lot of the illegitimate code bases — does not touch DXUT with a ten-foot electrified pole. DXUT is like an e-mail from an a spammer claiming to be an ex-girlfriend which, upon opening of this byteified letter, actually gives you, the user, a sexually transmitted disease. Anyway, it took a couple of days, but I coded up and...

On Direct3D10 vs. Direct3D9 2

On Direct3D10 vs. Direct3D9

Confused Direct3D 10 Menfolks. So, I’ve seen a whole bunch of posts railing against Direct3D 10 – specifically in regards with skepticism to the difference in visual quality between DirectX 9 and DirectX 10. So here’s a bit of information from what little tidbits I’ve gathered here and there in my little Direct3D 10 experiments. First of all, I believe John Carmack is completely correct when he believes that the potential in Direct3D 9 has yet to be maxed out. Also, I believe that the current belief amongst developers is that there is, at this point in time, very little...