DirectX 11 Setup
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DirectX 11 Setup
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Rendering Refactors
Since much of the last phase was about rendering, it isn’t surprising that the refactors are mostly rendering related too. For the rendering portion of my code I’ve been following the DX11 tutorials on RasterTek.com and that’s been useful, but not very generalized. A couple small refactors I made today was to change my shader files to be .hlsl and to remove the DXTexture class. For DXTexture, I moved its data into DXRenderable and its logic is now in a couple of utility functions. The reason for this change is that DXTexture is basically just a class that wraps some data and utilities. Instead of having to keep that in mind, I’d rather just have all the DX data in Renderable and keep the utils in a namespace to themselves for use as needed.
The bigger issue on my mind is that I’m not really happy with my current handling of raw vertex data, renderable creation, and shader creation. Right now I have Verterx and VertexUV, ColorShader class and TextrueShader class, and separate (but almost identical) Renderable creation methods for color and texture. Renderable is holding onto a Vertex* and a VertexUV* and using them based on if the texture is set or not, which is terrible. Basically a lot of problems stemming from slapping together separate shader pipelines.
I spent about an hour today breaking down where my render data is, who holds on to what, and what each is responsible for. I think I have come up with a plan to consolidate all these issues and hopefully make the renderable creation and drawing process more flexible. I’ll be working on that as part of this end-of-phase refactor time through the holidays.
Macworld reviews Parallels Desktop 15 for Mac review: Metal makes this one for the gamers
Macworld reviews Parallels Desktop 15 for Mac review: Metal makes this one for the gamers
With Parallels Desktop, you can run Windows, Linux and other popular operating systems and applications on your Mac without rebooting. Parallels Desktop 15 for Mac includes: Support for DirectX 11, leveraging macOS Catalina innovations, additional Mac integration points, new virtualized hardware, performance increases and lots more.
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Path Of Exile Is About To Drop Itself Out Supporting Window XP and Windows Vista Operating System Anymore
This may sound thoroughly cruel to all the fanboys and diehards of obsolete Windows XP and Windows Vista operating system - but they have been cornered for a few years, and recently what they are rooting for received a mortal blow from Path of Exile. Based on the earlier announcement from Path of Exile publisher Grinding Gear Games, the game will no longer support Windows XP and Windows Vista System in two months. Starting this project off by launching the major update of the game on March: 3.6.0 patch, the game will finally weed out these two out-of-date PC operating systems along with the old renderer: DirectX 9, while it still provides a two-month-long preparation time for all the players who still hang on to the "antiques" to digest and move on to update the new versions of them, or get rid of the game for good instead.
This decision made by Grinding Gear Games isn't out of impulse at all. Based on the information and details given by the official announcement, we are able to find out that, after Microsoft ceased the mainstream support for Window XP and Windows Vista respectively in 2009 and 2012, and most of the game publishers, developers, as well as PC games' stores like Steam successively gave up on the support over them, it absolutely makes sense for Grinding Gear Games to follow suit in the end. And even dragging the audiences and users of Path of Exile into the final decision, it doesn't add in the rationality of overruling the previous plan at all, given that there is only 0.1% of players in Path of Exile still insisting on adopting these old operating systems nowadays.
In addition to highly suggest the users upgrade to a secure version of Windows, which they obviously should have done that for years, Grinding Gear Games also indicated that unlike the Window XP and Windows Vista systems, they are keeping its hands off withdraw any support of the "32-bit clients for users of 32-bit versions of Windows", however on the other hand, strongly recommend them switching to 64-bit clients for the sake of technology advances.
As for making a choice between the old DirectX 9 renderer and the current mainstream DirectX 11 renderer, the company seems a lot more resolved than the divided crowd in Path of Exie as there are tons of players favoring of the latest version of the renderer and others doesn't. According to the statement made by Grinding Gear Games, the group of users intending to advocate the old renderer are only obsessed with the functionality it performs to disable and filter the shadows in the game out. However, as the company's statement goes, this kind of functionality causes nothing but disruptions to the crucial portion of the gameplay and the inner environment, as well as jeopardizing the design concept and the significance of the existence of in-game shadows.
Is this the only reason why Grinding Gear Games quit the support for DirectX 9 at all? I am afraid not. Things can go much further than as expected in this case. As the company is able to "free up some technical resources for other more impactful tasks" and "simplify a lot of code", from casting both the old Windows operating systems and the old renderer off, the doom for those outdated seems indisputably inevitable and raring. Unity and concentrated allocation definitely make the development of the game much easier than it used to be for the devs team. Taking into account the benefits the company itself will garner from this project, this may be the last straw for Grinding Gear Games proactively throwing the oldish software away in no time.
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DirectX 11 İndir
DirectX 11 indir
Tek Tıkla Son Sürat DirectX 11 Ful indir
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Windows APIでウィンドウを出す
最初はウィンドウを出してみましょう。ウィンドウがないとゲームで何が起こってるのか全然わかりませんからね。Visual StudioでC++の空のプロジェクトを作ってください。それからSource.cppというファイルを作ってください。別にSource.cppという名前じゃなくてもいいですけどね。
Star Wars Battlefront Sistem Gereksinimleri Belli Oldu
Star Wars Battlefront Sistem Gereksinimleri Belli Oldu
8 Ekim’de Açık Beta’sı başlayacak olan Star Wars Battlefront’un sistem gereksinimleri Origin üzerinde ortaya çıktı.
İşte oyunu oynamak isteyenlerin sahip olması gereken bileşenler.
Star Wars Battlefront Oynuyoruz videomuz için tıklayın…
Minimum PC Sistem Gereksinimleri:
İS: 64-bit Windows 7 veya üstü
İşlemci (Intel): Intel i3 6300T veya eşdeğer
Bellek: 8GB RAM
Sabit Disk: En az 40GB boş alan
E…
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Mafia 3 Sistem Gereksinimleri Belli Oldu
Mafia 3 Sistem Gereksinimleri Belli Oldu
Meraklıları tarafından bir süredir beklenen yeni Mafia oyunu, birkaç ay önce duyurulmuş ve ardından yanlış fiyatla ön siparişe çıktığı için Steam Türkiye’den kaldırılmıştı.
Son olarak geçtiğimiz hafta oyunun geçtiği şehrin bir dakikalık kısa videosu da yayınlanmıştı. Mafia 3’ün sistem gereksinimleri de açıklandı. Oyunun 7 Ekim’de PC, PlayStation 4 ve Xbox One için çıkacak.
Mafia 3…
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