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…
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…
Fall Fury: Part 4 - XAML InteropCoding4Fun Articles Jan 23, 2013 at 3:57 PM 0 Brian Peek , Clint Rutkas , Dan Fernandez , Den Delimarsky and Rick Barraza
Avg Rating: 5(1)As mentioned earlier in the series, FallFury does not solely rely on DirectX to display content to the user. As a Windows Store game, FallFury leverages the new Direct2D (XAML) project template, available in Visual Studio 2012. Check out the video for this article at…
Fall Fury: Part 6 - Rendering Level Elements
Avg Rating: 5(1)Rendering Level ElementsIn the previous article, you learned how to build level XML files in order to create playable levels. This article discusses how the internal parser works and how XML nodes become items on the game screen. Check out the video for this article at…
Fall Fury: Part 5 - Creating Levels
Avg Rating: 5(1)Creating LevelsOne of the goals set when developing FallFury was making the game extensible in regards to playable levels. Furthermore, I thought that it would make sense from the development and testing perspective to have levels as a completely separate entity that can be modified as necessary.…
"Kinect Client Server System"
Avg Rating: 0Today'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…
Вычисления на графических картах. Часть 3 с Михаилом Горбуновым.
Avg Rating: 5(1)Михаил Горбунов в третьей части доклада показывает живые демонстрации, визуализирующие основные концепции вычислений общего назначения на современных видеокартах.
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…
Part 2 - Shaders
Avg Rating: 5(2)Shaders are the core part of many modern video games. This video covers the fundamentals of the High Level Shader Language as well as its application in creating vertex and pixel shaders for a Windows Store DirectX & XAML hybrid project. Check out the article for this video at…