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  • Re: Universe Library

    Thanks for the links Eckish, but none of that is quite suited to what I'm trying to accomplish. I should propably make clear what my intentions are with the library...  Alpha Roadmap if you will. You start off generating something like ...
    Posted to Game Design (Forum) by Charl van Deventer on 7/7/2009
  • Re: Universe Library

    About Procedural terrain?  Agreed.  I consider it a 'solved' problem, hence why its only got such a small section in my design document.  Its not something I plan on spending alot of time on until LATER, beyond maybe a simplex noise heightmap generator for test data.  In fact, the project I'm planning on using this library for first, a ...
    Posted to Game Design (Forum) by Charl van Deventer on 7/7/2009
  • Universe Library

    Who can call themselves a game designer, and hasn't thought about creating a game of truely epic proportions? I'm talking about a game where you explore galaxies in a starship, visit starbases and planets, RTS fleets in space, armies and cities on planet surfaces, and even get to walk around admiring it all FPS style? Well, the ...
    Posted to Game Design (Forum) by Charl van Deventer on 7/7/2009
  • Re: C# and DirectX 11

    As a followup, mangling XNA to support DX11 the way I needed to has given me a mark on my forehead. Additionally, I've been somewhat distracted by the problem of tiling spherical planets with hexagons(aligned for triangular LoD) for a game concept I'm working on, but I'll likely return to this once I'm done with that.  Hope at ...
    Posted to Direct 3D 11 (Forum) by Charl van Deventer on 7/3/2009
  • Re: DX11 only for C#?

    As mentoned above, DirectX 11 will be native (C++). In fact, it will be almost exclusively native.  The closest thing to a managed DirectX 11 port, the Windows API Code Pack, is simply a wrapper that exposes the library.  If I am wrong, please correct me since a true Managed DirectX Port is something I'd like to see more than ...
    Posted to Direct 3D 11 (Forum) by Charl van Deventer on 6/29/2009
  • C# and DirectX 11

    Lets start off with the state of the art when you want to develop Managed DirectX 11. First of all, DirectX 11 HAS NOT been released yet.  The technology preview has however been packaged with the DirectX 11 March 2009 SDK.  There is a high possibility that it might still experience significant changes before it is released later this year, ...
    Posted to Direct 3D 11 (Forum) by Charl van Deventer on 6/29/2009
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