26 Jun 2009
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Games
When I last posted, the demo video was the Barbershop recording. Although it’s an excellent video, it’s not ours and the only media I had to show that was actually by us was an eight second clip that was not terribly impressive. That is no longer the case!
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There’s not really much to be said beyond what’s said, but at some level the man was already dead to me. It’s clear from the early 90s or so that he was very far gone, which is very sad. At least it seems like most people remember him as the King of Pop, and not the wide array of messes that came after his late eighties heyday.
25 Jun 2009
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d3d
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d3d 10
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Direct3D
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direct3d 10
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DirectX
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directx 10
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SlimDX
SlimDX has had Direct3D 10 support for a long time, and it’s almost certainly the single best way to get 10 support from C# or any other .NET language. While it’s true that the very original prototype didn’t plan on it, that was over two years ago and it’s very much a first class citizen. Although we have Direct3D 11 support now (see this post), 10 is still a priority and we’re not leaving it behind.
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24 Jun 2009
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SlimDX
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Software Architecture
I asked Josh to write up a follow up to the first two parts, covering the ancillary object support in our ObjectTable, which he graciously agreed to. Here it is.
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23 Jun 2009
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Games
A friend of mine has been working very hard on a project which involves two revolutionary technical innovations. I am not usually the kind to care for revolutions, but I honestly believe that both of these are really, really significant. I’m actually hoping to join up and help make these things into a proper product, in fact. These are things you have not seen in games, and he has it working in prototype form on a mobile platform. That’s unusual in this industry.
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