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…
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 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 Interop
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…
DirectX: Evolving Microsoft's Graphics Platform
Avg Rating: 0For nearly 20 years, DirectX has been the platform used by game developers to create the fastest, most visually impressive games on the planet. However, you asked us to do more. You asked us to bring you even closer to the metal and to do so on an unparalleled assortment of hardware. You also asked…
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.