Geeks With Blogs
Code.Blog Code Talk for the Game Developer October 2008 Entries
Loading From a Different Directory (C++ / DirectX)
I've been struggling with this for probably the better part of a year and I feel it needs a bit of documentation. The problem is that in my past demos I needed all my model and texture files in the same location as the EXE because I didn't know how to read from a different directory. When loading something like a model, what you first do is store the current directory the computer is looking in (which is the base EXE directory). Then you can switch the directory (locally) and read that in. Then, ......

Posted On Tuesday, October 21, 2008 3:16 PM

TCCC Presentation and Code Up
You can find the presentation for my TCCC HLSL talk below: You can also find the code below: You will need DirectX 9.0c and may need the SDK which you can find on Microsoft's website. Also, before running the .EXE you can change the values at the top of the lightingshader.fx file to see changes in the demo ......

Posted On Monday, October 13, 2008 9:41 AM

Project Updates
So whats new with me?  Well, currently I have a program due in class in one week so I need to build a function reader that can take in an inputted function and seperate it.  Other than that I'm also working on learning WPF, which surprisingly seems easier since the last time I tried it.  End quick update.

Posted On Monday, October 13, 2008 8:35 AM

Live from TCCC

Sitting here at TCCC I decided, why not blog it up for a few minutes?  I had my presentation this morning and it was OK, I should have the slides and other info up in the next week for anyone interested.

So far I've listen to talks about BizTalk and XNA (both by fellow GWB's).  Next is Silverlight followed by some ASP .Net stuff.

I might have to stop going to Chris's XNA talks, I always want to start creating games after seeing them!

Posted On Saturday, October 11, 2008 1:51 PM

Twin Cities Code Camp
Code Camp 5 will be held this next weekend in the Twin Cities. You can find out more here. I'll be speaking about a shader algorithm you can use to build a point light. Here are the details: Lighten Up! Lighting a 3D World with HLSL The basics of Microsoft's high-level shading language (HLSL) are introduced, including a basic overview of the rendering pipeline, through the creation of a point light shader. HLSL allows graphics programmers to create realistic graphics through the use of a combination ......

Posted On Tuesday, October 7, 2008 3:55 PM

I Won Something?!
I won something for the month of September from Community-Credit!  What glorious booty did I run off with?  Feast your eyes...

Posted On Thursday, October 2, 2008 8:50 PM

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