Saturday, July 20, 2013 Eric Richards
This time around, we are going to be loading a pre-defined mesh from a simple text-file format.  This will be a rather quick post, as the only thing different that we will be doing here is altering our CreateGeometryBuffer function to load the vertex and index data from a file, rather than creating it on-the-fly.  If you are following along with me in Frank Luna’s Introduction to 3D Game Programming with Direct3D 11.0 , this example corresponds to section 6.12, and is a port of the Skull Demo from the example code. skull

Friday, July 19, 2013 Eric Richards
This time up, we are going to add some additional shape types to our GeometryGenerator class, and look at how to redraw the same geometry at different locations and scales in our scene.  This example corresponds to the ShapesDemo from Frank Luna’s Introduction to 3D Game Programming with Direct3D 11.0. shapes

Tuesday, July 16, 2013 Eric Richards
This time around, we are going to be porting the Hills Demo of Frank Luna’s Introduction to 3D Game Programming with Direct3D 11.0 from C++ to C# and SlimDX.  hillDemo

Wednesday, July 10, 2013 Eric Richards

Now that we have the demo framework constructed, we can move on to a more interesting example.  This time, we are going to use the demo framework that we just developed to render a colored cube in DirectX 11, using a simple vertex and pixel shader.  This example corresponds with the BoxDemo from Chapter 6 of Frank Luna’s Introduction to Game Programming with Direct3D 11.0

image

Monday, July 08, 2013 Eric Richards
I’m going to skip over the first few chapters of Introduction to 3D Game Programming with Direct3D 11.0.  I’ve got a basic understanding of basic linear algebra for 3D graphics, and I’m not eager to get into the weeds there, instead opting to go straight into the meat of DirectX coding.  Besides the math pre-requisites, these chapters also give an overview of the XNA Math C++ library, which I am going to forgo for the SlimDX types instead.  With that out of the way, we will begin with Chapter 4, Direct3D Initialization.  This chapter covers basic initialization of the Direct3D device, and lays out the application framework used for the rest of the book.  If you’ve read any of Mr. Luna’s other DirectX books, this framework will look very familiar, and even if you have not, it is basically a canonical example of a Windows game loop implementation.  The framework provides a base class that handles creating a window, initializing DirectX, and provides some virtual methods that can be overridden in derived classes for application-specific logic.  Additionally, this chapter introduces a timer class, which allows for updating the game world based on the elapsed time per frame, and for determining the frame rate, using the high-performance system timer. Capture