12/08/05

Again, Anton Ephanov of the Guildhall at SMU, has delivered unto us a glorious new sample and just in time for Christmas. His new sample deals with Rigid Body Dynamics, so if you've been searching the internet in vain for the actual math behind such magic... you're in luck!


 

10/13/05

All of the DirectX 9.0 based samples that make use of Cg have been updated to work with the newest Cg Toolkit 1.4.

According to the official Cg samples, this is the correct way of retrieving the optimal options for a particular profile, but the options it returns do not appear to work.

CGprofile vertexProfile = cgD3D9GetLatestVertexProfile();

const char *vertexOptions[] =
{
    cgD3D9GetOptimalOptions( vertexProfile ),
    NULL,
};


For now, I’ve substituted the following hard-coded options so the samples will run.

const char* vertexOptions[] =
{
    "-profileopts", "dcls", NULL,
};


Hopefully in the future, the call to cgD3D9GetOptimalOptions will return something valid.
 

08/22/05

Well, things here are busy as usual, but I thought I would drop a line to mention a new user sample submitted by a friend of mine.

His sample demonstrates how to use a pixel buffer to simulate the trailing persistent after-glow of a radar's sweep, which as we all know, is very useful for hunting down pesky aliens which are hiding in your ship's air ducts... if you have that sort of problem... I mean.

07/17/05

I have two new samples for you. The first one is a C# port of my DirectX 9.0 first-person-shooter control sample and the second one is a very special user-submitted sample from Anton Ephanov who teaches at the Guildhall at SMU.

Anton has basically given us one of the best collection of samples I’ve ever seen dealing with memory management and I’m positive that anyone who uses C++ will find them very useful!


07/08/05

For you Visual Basic types, RobyDX has sent in 4 more VB .NET / DirectX 9.0 samples for me to post. Enjoy!

For the rest of you, I’m sorry, but I’ve had my hands full ever since I decided to create a lecture and PowerPoint slide presentation concerning multithreaded programming. It seemed easy at first, but this has turned into quite a challenge. Actually, writing the lecture is fairly easy, but creating good code samples that demonstrate real-life multithreaded bugs is strangely difficult.

"What!?", you say. Writing bugs is difficult?

Weird I know, but the type of bugs that plague multithreaded applications have a lot to do with timing and small samples or applications often refuse to manifest these bugs under such simple conditions. This is basically why multithreaded applications can start off working fine, but as the project gets bigger and the workload of each thread changes… all hell begins to break loose.

Any way, this ordeal will hopefully be finished soon and I'll be able release the presentation and code for all to enjoy. All I have to do is round up a few more of these pesky multithreaded programming bugs for my collection and I will be done.

Now, for those of you who are new to multithreaded programming and don’t understand how hard it is to catch, let alone reproduce some of these strange bugs, the following visual aid should put into to perspective for you...

Of course, I don't mean to scare anyone away from doing multithreaded programming. It can be grueling at times, but the proper usage of threads is quickly becoming a crucial skill as we move into a future where the common household desktop could be running a multi-core processor, or even multiple processors. Intel and AMD are pushing hard to make this a reality and when it does, those applications that are running multiple threads will have a major advantage over those that run single-threaded.

 Consider yourself warned!

07/06/05

Well, it’s been a while since my last update, but I think you’ll forgive me once you check out my latest hand-dandy OpenGL sample which deals with the proper usage of the new EXT_framebuffer_object extension.

In particular, the sample demonstrates how this new extension is an excellent replacement for the traditional pixel buffer setup used to create dynamic textures, which typically involves the WGL_ARB_pbuffer and WGL_ARB_render_texture extensions. In other words... say good bye to those nasty context switches! Of course, you'll need the latest and greatest hardware and drivers to see this bad-boy run.

06/28/05

I received a new user sample from ViLiO concerning shadow volumes and how to use the Z-Fail technique to render correct shadows when the viewing position is inside the shadow volume. This technique is also know as Carmacks' Reverse. I think many of you will find it very useful since my original shadow volume sample didn't incorporate this technique.

And, as usual, a new C# sample for you managed types. This go around we deal the basic of using transforms. The sample also covers the MatrixStack object of DirectX 9.0, which will allow you to Push and Pop matrices to your hearts' content!

  

06/22/05

For those of you who have finally let go of your beloved Visual Basic 6.0 and embraced Visual Basic .NET, RobyDX has sent in 5 more VB .NET / DirectX 9.0 samples to ease your transition.

And for the C# fans out there, I've posted a new DirectX 9.0 C# port as well.

Also, all NovodeX samples have been upgraded to NovodeX 2.2, so if you haven't downloaded and installed the latest and greatest from Aegia, you'll need to.

06/13/05

I’m happy to announce that CodeSampler.com will now offer user submitted code samples. So, if you got a bunch cool samples just sitting around on your hard drive suffering bit-rot, you now have a way of sharing them with the world!

But before you get too excited, please note that I’m stickler for quality! Therefore, make sure to read over these handy submission guidelines before submitting your wickedly cool, MMORPG based on the “Friends” TV show, which is written completely in FORTRAN.

(That’s sarcasm people! Do not send me any such thing… unless I get to play Joey and have god-like admin privileges over the server… then we’ll talk.)

Now, with all that said, I would like thank RobyDX for submitting a series of introductory DirectX 9.0 samples written in VB .NET. It’s a great way to kick-start this new feature of the site since I’ve never offered anything written in Visual Basic .NET. His samples will definitely help expand CodeSampler’s audience.

In other news, Amy Tucker, has created a new animated link button for the site, so if you want to link to us in a cool and stylish way, you can use this little button thingy.

But, I must warn you; even though the button looks simple, it uses powerful subliminal messages to mesmerize its prey. Do not stare at it too long you will be overcome by a powerful urge to visit CodeSampler.com. Oops, too late!

06/12/05

Unless you've been living under a rock, you probably know that the Guildhall at SMU has quickly become a Mecca for those seeking the lofty heights of game design knowledge, and some of the student projects being crafted there are truly amazing.

With that said, I invite you to check out one of their current projects titled, eclipse (don't miss the video). Besides being a total third-person conversion of the Half-Life 2 engine, its art and level design are top-notch. Incredible really, considering it's only been in production for 5 months.

Clearly, there can be nothing legal concerning the caffeine level of these students!

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