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Josh Reuben Graphics Programming
Direct3D 11 Programming in a Nutshell
Programming Direct3D requires understanding of where different types of resources are bound to the shader pipeline. The shader pipeline consists of configurable fixed function stages (Input Shader, Tessellator, Stream Output, Rasterizer, Output merger), and opt-in HLSL programmable shader stages (Vertex Shader, Hull Shader, Domain Shader, Geometry Shader, Pixel Shader, Compute Shader). Passing data into shaders involves creating & binding resources to the pipeline in C++ on CPU, so that HLSL ......

Posted On Wednesday, March 14, 2012 10:28 AM

SVG - an introduction
So someone moved your Silverlight cheese? Go and get some HTML5 cheese! Before WPF/E & Avalon were anything more than vapourware, W3C had the SVG standard(Scallable Vector Graphics) for 2D vector graphics over the web. Using Javascript, you could manipulate 2D animations & tranforms. You can embed SVG in HTML5 today. Yeah, its like going back to Silverlight 1.0, but you just have to deal with it! Embrace change. SVG Features · Designed for 2D graphics - display vector graphics & text ......

Posted On Wednesday, September 21, 2011 10:13 AM

XNA Multiplayer Games and Networking
· XNA communication must by default be lightweight – if you are syncing game state between players from the Game.Update method, you must minimize traffic. That game loop may be firing 60 times a second and player 5 needs to know if his tank has collided with any player 3 and the angle of that gun turret. There are no WCF ServiceContract / DataContract niceties here, but at the same time the XNA networking stack simplifies the details. The payload must be simplistic - just an ordered set of numbers ......

Posted On Tuesday, June 28, 2011 5:16 AM

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