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 …
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…
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…
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 (…
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…
- 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…
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…