DirectX
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Go directly to... dx.h, a modern C++ library for DirectX dev
Avg Rating: 3
(1)Today's project by Kenny Kerr is for the DirectX C++ crew out there. If you're C++ coding in the Direct2D, Direct3D, DXGI, DirectWrite, the Windows Imaging Component (WIC), and the Windows Animation Manager (WAM) space, this project is one you're going to want to check out. Now. dx.h… -
"Kinect Client Server System"
Avg Rating: 0
Today's project shows off one means of connecting a WindowsRT app to a Kinect for Windows device (And shows off a bunch of other cool things like some DirectX goodness and more) The Byte Kitchen's Open Sources - Kinect Client Server SystemThe Kinect Client Server system consists of a desktop… -
Windows Store DirectX C++ Sample
Avg Rating: 5
(2)Today's Project by Michael B. McLaughlin is one that's got the Channel 9 team excited, having been picked as a Pick of the Week on This Week on Channel 9 and emailed to me as a "Hey, Greg can you..." by another Niner too. Last June (wow, has it been that long?) we covered the DirectX… -
Part 1 - Introduction
Avg Rating: 5
(1)In this video, Den Delimarsky introduces the FallFury project, describing the basic core and organization as well as the technologies used to create the game. Check out the article for this video at http://channel9.msdn.com/coding4fun/articles/Fall-Fury-Part-1-Introduction For the source code, head… -
XInput PInvoking your XBox 360 Controller
Avg Rating: 5
(1)Today's hardware Friday project by Joel Ivory Johnson is one that I thought interesting in a number of ways. One, that it shows how we can use the XBox controller without XNA, yet still using managed languages and also as a non-trivial example of how to translate native calls for use in a managed… -
DrumkitX - Bringing the X, as in DirectX, to your Windows Phone 8 Drumkit
Avg Rating: 0
Today's Mobile Monday project is a simple project yet one that shows off a number of things. For one it show meshing C# and DirectX/C++. For another it shows off the DirectX Toolkit and finally who doesn't like to play a little (get it, little?) drums? DrumkitXA Windows Phone 8 port of the… -
Fall Fury: Part 9 - Particle SystemCoding4Fun Articles Jan 23, 2013 at 3:57 PM
0
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
,
Den Delimarsky
and
Rick Barraza
Avg Rating: 5
(1)Particle SystemDuring gameplay there are scenarios during which users need to be visually notified that something has happened, such as a collision with an obstacle or an enemy shell. One way to do this is by having explosion or item breaking simulation, which brings us to the next large component… -
Fall Fury: Part 7 - AnimationsCoding4Fun Articles Jan 23, 2013 at 3:57 PM
0
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
,
Den Delimarsky
and
Rick Barraza
Avg Rating: 5
(1)Animations & Item TransitionsFallFury relies on a lot of dynamic content. As you already aware of how SpriteBatch is invoked inside the FallFury rendering stack, this article focuses on how dynamic activities are handled on existing textures and entities. If you need a quick look at what was… -
Fall Fury: Part 8 - Element InteractionCoding4Fun Articles Jan 23, 2013 at 3:57 PM
0
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
,
Den Delimarsky
and
Rick Barraza
Avg Rating: 5
(1)Element InteractionDuring the gameplay multiple entities interact with each other to make the gaming experience what it is. The bear collides with obstacles and collects buttons, monsters shoot shells that can fly off-screen or hit the bear—all this is possible with the help of the basic collision… -
Fall Fury: Part 3 - Basic Rendering and MovementCoding4Fun Articles Jan 23, 2013 at 3:57 PM
0
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
,
Den Delimarsky
and
Rick Barraza
Avg Rating: 5
(1)Continuing the FallFury series, in this article I talk about basic game element rendering and character movement. As you already know, the FallFury user experience stack is split across two layers—native DirectX and XAML. Here, I will only be talking about the native DirectX component. Check…