Category Archive: Programming

Musings about programming, mainly covering C# and C++, sometimes related to game development, sometimes not.

Mar
29
2012

Ogre 1.8.0 RC1 for WinRT/Metro

Screenshot of the main dialog of the Windows App Certification Kit (ACK)
Here’s an interesting hypothesis: when Apple started its App Store, it was the El Dorado of software developers. Now Microsoft is adding an App Store to Windows 8. The Windows user base is huge, much larger than even the number of people running around with iPhones in their pockets (some estimates I came across average …

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Mar
20
2012

How to Consume DLLs in a WinRT/Metro Project

Screenshot showing where to find the output directory setting in a Visual Studio 11 project
Yesterday, I published a small guide on how to consume DLLs in Visual C++ that explained how to best integrate a third-party library into a Visual C++ project. This is a follow-up article for Visual Studio 11 Beta users that contains the additional steps required to consume a normal (non WinRT Component) DLL in a …

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Mar
19
2012

How to Consume DLLs in Visual C++

Screenshot of Visual C++ compiling a project and automatically copying referenced binaries into the build target directory
For the C++ game programmer, there’s a huge collection of Open Source and commercial libraries available doing all kinds of things from simulating physics, reading common image formats or storing your data to rendering cutting-edge 3D graphics. But consuming those libraries in you own applications is often accompanied with a bit of hazzle since you …

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Mar
16
2012

IslandWar: Animating Turrets

Screenshot of Blender showing my bone naming scheme
Given that a lot of my game involves turrets attacking and defending, after setting up my water plane and a small height-mapped island in it, the next thing I attempted was to import an animated turret in a way that lets me control its orientation and elevation from code. To start with, I already used …

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Mar
13
2012

IslandWar in Unity

I decided to give an old project of mine another try. Back in 2007, after I finished my freeware game Ball Race, I ventured forth to create my first indie title, IslandWar. This is what gave rise to a lot of the classes that can now be found in my Nuclex Framework, including the GUI …

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Dec
24
2011

NHibernate

Database design of a user permission system
In spring this year, I began work on a moderately sized business application. The time from learning what the program should do to the first prototype were less than 2 weeks. To pull it off, I basically ditched any sane development practice and started throwing code at the problem as fast as I could. The …

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Aug
02
2011

Mogre 1.7.3

My last contact with Ogre 3D had been in 2008, when I had created an experimental x64 build (back then, OpenJPEG, FreeImage and some other dependencies didn’t yet build in x64 by default). This worked out fine, but I didn’t find the time to actually do anything with Ogre. Finally, during the past weekend, I …

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Mar
17
2011

Nuclex Framework R1404 Released!

A few hours ago, I uploaded a new release of the Nuclex Framework to CodePlex. There has been an intermediate release, R1323, which I didn’t announce here because it was more or less just a stop-gap measure to stop reports for issues in the old (old, old) R1242 release where my Nuclex.Input library was still …

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Dec
09
2010

XNA Sprite Font Quality

There has been a discussion on the XNA forums regarding a slight decrease in the visual quality of SpriteFonts from XNA 3.1 to XNA 4.0: XNA 4.0 renders SpriteFont differently (and not for the better). There are two changes that might have impacted visual quality: XNA 4.0 uses premultiplied alpha everywhere (whereas XNA 3.1 processed …

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Nov
06
2010

DynamicVertexBuffer versus DrawUserPrimitives, Round 2

More than a year ago, I did some benchmarking in XNA 3.1, comparing the vertex throughput I could achieve on my GeForce 8800 via XNA’s DynamicVertexBuffer class versus just calling GraphicsDevice.DrawUserPrimitives(). Here’s my earlier benchmark: Efficiently Rendering Dynamic Vertices. In all cases, DrawUserPrimitives() was marginally faster than the DynmicVertexBuffer, but it appeared to be a …

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