Game Programming Using Qt: Beginner’s Guide by Witold Wysota, Lorenz Haas is the name of PackT’s new book which contains a complete guide to designing and building fun games with Qt and Qt Quick 2 using associated toolsets. I was one of the technical reviewers of this and This is my second project with PackT after my book “DirectX 11.1 Game Programming“.
Mastering Lumion 3D by Ciro Cardoso is the name of PackT’s new book that is designed for all levels of Lumion users, from beginners to advanced users. You will find useful insights and professional techniques to improve and develop your skills in order to fully control and master Lumion. However, this book doesn’t cover the process of transforming 2D information (CAD plan) into a 3D model.
I was crazy busy in this weekend 🙂 . After reading a good book about WebGL, I watched a video course about OpenGL ES, I mean Building Android Games with OpenGL ES. If you are looking for a course that will show you how to build Android games using OpenGL ES and Java, so don’t miss it. Even if you are C++ programmer like me, don’t worry you can learn techniques and port it to your C++ codes.
WebGL Game Development by Sumeet Arora is a set-by-step, example-based tutorial that provides details on gaming logic using WebGL. The book is about 387 pages and includes 10 chapters.
Direct3D Rendering Cookbook by Justin Stenning is a practical guide which introduces DirectX 11.x technology in order to develop Win32 and Win Store applications. This book is good reference for those programmers who want to start developing DirectX applications using C# and SharpDX (SharpDX is an open-source project delivering the full DirectX API under the .Net).
I was very upset when I had to remove this part of book during the page counts. Honestly, writing about all new features of DirectX 11.1 in just 146 pages was really hard, especially when the target audiences of our book were armatures and professionals.
In chapter 5 of DirectX 11.1 Game Programming book, I explained, what is C++AMP technology and how and when we can use it in our application, but for those who have’t read the book yet and unfamiliar with C++AMP technology, I going to demonstrate it in short sentences. Continue reading C++AMP accelerated collision detection (WINRT)
As I said before, some parts of my book removed due to the page counts and I decided to present them in this blog, this time is about billboarding using Geometry Shader.
In order to achieve an impressive 3D look of outdoor scene, you need a lot of 3D objects, for example trees, grass, fire, or etc. We can use full 3D mesh objects for each of them but wait, this will slow down your game rendering performance.
To solve this problem we can use a technique called “billboarding”. Billboarding widely used for rendering 2D textures instead of fully 3D geometry. However, this texture must always face to the camera. Continue reading Billboarding using Geometry Shader (WinRT)
Some parts of book removed due to page counts, so I decided to add these sections to the website of the book. This section is about Multi-threaded rendering in DirectX 11.1 or the later version (that is DirectX 11.2).
Direct3D 11 has introduced some very interesting and powerful new features such as tessellation and multi-threaded rendering. I covered tessellation in chapter 4 of “DirectX 11.1 Game Programming”, but I couldn’t cover the most important one, I mean multi-threaded rendering.
In past few years, the average number of CPU and GPU cores has been vastly increasing. Continue reading Multi-Threaded Rendering (Windows Store only)