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Lyost's Journal

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New Hampshire
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17 entries
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Lyost
July 04, 2017
FPS meter, Moving buffers to the GPU, and Using the stencil part of the depth-stencil

Update: source now available at https://github.com/lyost/d3d12_framework

While trying to build a couch and dealing with a broken pipe below the concrete floor of the basement, I've also been continuing playing with Direct3D12.  Since the last blog entry, I have implemented an FPS meter that …

3,283 views
Lyost
July 01, 2017
Cleanup work

There were two main pieces of cleanup work that I wanted to take care of in my Direct3D12 framework. The first was to break apart the LoadContent functions of the various test programs. The second was to minimize object lifetimes. Previously all the various framework wrapper objects and their in…

4,747 views
Lyost
February 19, 2017
Stream Output Addendum

Shortly after I posted my previous dev journal entry, I got a direct message asking how I determined the number of vertices that the stream output buffer should be able to hold in the test program. I think that is a great question and while I replied discussing it for the test program, I think i…

4,082 views
Lyost
February 05, 2017
Adding MSAA and stream output support

Since my last entry I've added support for more of Direct3D12's features to my framework, which are:

  • Cube and cube array textures. The implementation of these isn't notably different from the other texture types, so I don't plan to delve into these.
  • Mipmaps for all the texture types (…
5,267 views
Lyost
December 30, 2016
Switching to committed resources

Just a minor update from my previous post. I've updated my D3D12 framework () to use committed instead of placed resources, along with centralizing the texture creation code. The switch over was pretty straight forward since it was b…

3,829 views
Lyost
December 26, 2016
Playing with Direct3D12

It's been quite some time since I last posted here, despite reading some of the forums regularly. For this post I've gotten my work-in-progress Direct3D12 framework project into a good enough state that I thought I'd share it out (a zip file of the source is attached). The purposes of this proje…

7,809 views
Lyost
March 10, 2013
D3D11 Framework Update
While there is still plenty of work to do on my d3d11 framework, I thought I'd post an update on the current status. For what's currently in it:

  • keyboard input
  • mouse input
  • vertex shaders
  • pixel shaders
  • viewports
  • blend and depth stencil states
  • texturing (just loading from a file for now, will be expanding f…
4,283 views
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Lyost
January 06, 2013
Public header generation
In the course of expanding and fixing the D3D11 framework from my previous journal entry, I've found that there are types and functions that I want to have as public in the library but not exposed outside of it (internal scope in C#). Instead of purely using the pimpl idiom (for those unfamiliar wi…
2,684 views
Lyost
December 29, 2012
D3D11 Port of Particle System Rendering - with source
The D3D11 port of the rendering process for my particle system editor is complete (VC++ 2010 project and source under the MIT license can be found at the end of this entry, also you will need to edit the include and additional dependancy paths to build). The hardest part of the project has been fin…
3,875 views
Lyost
September 30, 2012
Particle System Editor - Edit: Now with source
[heading]Reason for the Project[/heading]
In the tank game, the particle system was probably one of the weaker parts of the game on the technical side. In addition, it was a tedious process to adjust it: run the game, get to a point where the particle system will be used, kick it off, exit, tweak i…
4,017 views
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