Introduction to amplification and mesh shaders, the new programmable stages available in modern GPUs, and how to use them to implement view frustum culling and object LOD selection on the GPU using the Diligent Engine API
The Murl Engine is a fresh and free solution for cross-platform development. It is focused on games and multimedia applications and is currently supporting Android, iOS, Windows, OS X and Linux* platforms.
As a follow-up to Adaptive Volumetric Shadow Maps for DirectX 11, we present a port of the same algorithm adapted for Android devices that support OpenGL ES 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL extension.
This article describes several strategies to update GPU resources in Diligent Engine (a modern low-level graphic library) as well as important internal details and performance implications related to each method.
The current generation of Intel® graphics hardware extends Intel’s leadership in enabling innovation across the industry, including being fully ready for DirectX 12 and driving the adoption of advanced features by next-generation games.
Terrain Rendering is a game technology code sample that demonstrates how to render large-scale terrains in real time by efficiently distributing the tasks between the CPU and the GPU. This article provides an overview of the terrain-rendering application and includes a link to the free code.
In this article, we will introduce the components of INDE and show how developers can use them to create new applications and optimize existing applications. To start with Intel® INDE provides support for IDE integration.
As users are migrating from traditional desktops to mobile devices, transitioning your Windows application to the web is the next step to increasing your exposure. Thinfinity VirtualUI delivers your Windows applications to users on any device, anywhere.
This "Space Invaders"-like game was originally writen in DirectX 6, but I've changed some things so that you can use it with the latest version of the DirecX SDK. It uses just the Windows API and DirectX library (no MFC here). Have fun!
The article shows how to embed a XNA-based game into a WinForms control with ease. Also, it explains how to integrate an XNA GS project into VS2008 (this IDE is not currently supported by XNA GS), and in turn, to be able to use WPF with your XNA-based creation.
SurfaceImageSource Manager is a C++ WinRT component making it easy to produce ready-to-use SurfaceImageSource instances, and then use DirectX or Direct2D to define their aspect in C# Metro applications.
This article describes how to dynamically mix two video files (.mpeg, .mpg, .avi and .dat). Mixing involves alpha-blending and stretching/shrinking and positioning of the two video streams, individually, using DirectShow's VMR9 filter.
This article shows how we can present a 3D scene and, perform common operations (zoom, rotate, move, zoom to specific region, adjust the camera to view the whole of the scene, and pick a 3D shape on a specific region on the rendered surface) on it, using Managed DirectX.