December 2005 - Posts

Happy New Year!

I hope everyone out there had an awesome blast at their new years party. Happy new years from myself to everyone.

ok, maybe 30 minutes to early but hey :)

Posted by pieterg | with no comments

Merry Christmas everyone

I hope everyone has a merry Christmas and a happy new year. To you and your families have an awesome day. I know I am going too.
Thanks to everyone that has supported the community and the site this year. It's been a really awesome experience.


Posted by pieterg | with no comments

What a fantastically unproductive holiday

I have done nothing more than write 2 articles in the month I have been on holiday. What an unproductive holiday it has been. I am going away from tommorow (Tuesday the 20th until Saturday the 24th). I will hopefully be able to spend some time on that day to write an article for Christmas. I do apologize to all those kind folk that have been waiting for a set of tutorials. I will do my best to get them done.

Till later. Have a good Christmas and a happy new year.

Posted by pieterg | with no comments

It does not stop - Direct3D 10 articles

As I have mentioned in my posts. The DirectX MVP's have jumped into action and already released some fantastic articles on Direct3D 10.
Mr. Jack Hoxley has authored a Beginning Direct3D 10 Programming article that brushes over the differences in the Direct3D10 and Direct3D9 API. Really a fantastic read. Also Mr. Dustin Franklin couldn't wait to show off his work as he immediately replied with a geometry shader.
Here is a screenshot of Mr. Franklin's Geometry Shader.


That's it for now ;)
Posted by pieterg | 1 comment(s)

Direct3D 10 and December SDK Update

Today marks the dawn of a new era. The Direct3D10 Technical preview has been launched bundled together with the latest DirectX 9 SDK update.
The Direct3D10 Technical Preview
"The Direct3D 10 Technology Preview showcases the newest set of graphics APIs for games and other high-performance multimedia applications on next-generation graphics hardware. This technology preview provides reference material, conceptual content, developer libraries, tutorials and samples that demonstrate how to use Direct3D 10. Additional content will provided in upcoming SDK releases.

Samples and applications built with the Direct3D 10 December 2005 Technology Preview require the Windows Vista December 2005 CTP to run. The Windows Vista December 2005 CTP is available to MSDN subscribers.

Instantiating a Direct3D 10 hardware device requires Direct3D 10-capable graphics hardware with a Windows Vista Display Driver Model (WDDM) driver. As of the release of this Technology Preview, such hardware is not publicly available. A software fallback (the Direct3D 10 reference rasterizer) is provided.

For more information (including known limitations of this Technology Preview), refer to the Microsoft DirectX SDK ReadMe.

To access the Direct3D 10 documentation, click the Start Menu, choose All Programs, Microsoft DirectX SDK (December 2005), and select "Documentation for Direct3D 10". To access the ReadMe, click the Start Menu, choose All Programs, Microsoft DirectX SDK (December 2005), and select "Microsoft DirectX SDK ReadMe"."

A summary of that will bring you to the conclusion that without armed with the Vista operating system you won't be able to play with this remarkable API from Microsoft. Also if you can you might notice a significant performance hit due to the fact that it's running a reference rasterizer which means that it's emulating hardware and not physically doing the processing on the GPU.

It's getting there though and I hope that we see many more of such community involvement from the guys on the DirectX team and thanks to David Weller for the heads up.

Till next time.
Posted by pieterg | with no comments

Of Trees and basic design patterns.

I am trying to get as much information possible about different BSP's out there and trying to implement them with the hope of determining which one I am going to finally implement into my engine. a BSP (Binary Spatial Partioning) is what most scene graphs use if not all as a way to logically represent the world/scene. So with that said, there are a few BSP's out there such as Binary,Quad, Oct, K and many more trees. These trees look in logical form just like a tree would. It has a root and branches. More information on these Algorithms can be found here. It really gets the brain working and I hope to document every part of it. I have so much to do and so little time. I promised a few more tutorials, updating my tutorials and so much more. I hope to get all of them done and also work on my engine :P

Till later.

Posted by pieterg | with no comments

The Z Buffer algorithm article

Today I sat down and really did some work on my site and really got some great stuff done. It's always a work in progress but it's come a long way since I first started. Just to celebrate I wrote a simple article explaining the Z Buffer algorithm. It's kind of funny since the Z Buffer algorithm has replaced the other technique known as the Painter's algorithm. The funny thing is that my old site layout was replaced by a newer and slicker version.

I hope some of your find it as informative as I had fun writing it. It's nowhere near a indepth discussion into the other algorithms out there and just briefly outlines what a Z Buffer is and how it's implemented and used.

Posted by pieterg | with no comments

Finished the layout

I was finally able to sit down and finish my new layout at pieterg.com. If you have any comments or suggestions please let me know. What I have done is just change the header and I hope this will form the base of my articles and tutorials. I hope everyone is going to enjoy it as much as I enjoyed creating it. I now have to work out what my first tutorial is going to be for my new layout (Kind of a celebration).

If you would like to contact me. Please send your emails to pieter at pieterg dot com.
a Big thank you goes to everyone who has supported this site over the past year and I hope to really keep on writing tutorials and articles in the coming years.

Posted by pieterg | with no comments