Tag Archives: C++AMP DirectX 11.1

C++AMP accelerated collision detection (WINRT)

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)