Categories: Game Development, Microsoft DirectX, Programming Tags: 3d graphics programming, bc6, bc7, directx 11, domain shader, game development, gamedev, hull shader, Microsoft DirectX, multithreaded rendering, shader model 5.0, tessellator, texture compression
The new version of Boost is available. Boost is set of C++ librairies that extend the functionality of C++. Boost can be used with both open and closed source projects.
– Boost homepage
– Boost C++ Libraries
– Boost 1.36.0 Changelog
Dev.Mag is a free online magazine for game developers.
Filled with tutorials, features, interviews, tech-pieces and so much more!
Contents of the issue # 24:
– Interview with German developers, Irrgheist.
– Blender App Engine introduction
– Penny Arcade Adventures review
– A guide to home-made sound effects for your games
– And much, much more.
Issue 24 can be directly download but to enjoy the other issues, just subscribe at Dev.Mag.
SIGGRAPH 2008: Khronos Group has announced the release of the OpenGL 3.0 API specification and the GLSL 1.30 shading language specification.
The OpenGL working group has defined a set of OpenGL 3.0 extensions that expose potential new functionality for the next version of OpenGL that is targeted for release in less than 12 months, and a set of extensions for OpenGL 2.1 to enable much of the new OpenGL functionality on older hardware.
According to Dr. Jon Peddie of Jon Peddie Research, a leading graphics market analyst based in California, the installed base of graphics hardware that will support OpenGL 3.0 exceeds 60 million units. AMD, Intel and NVIDIA have made major contributions to the design of OpenGL 3.0 and today all three companies announced their intent to provide full implementations within their product families
More information here: OpenGL 3.0 Specifications to Support Latest Generations of Programmable Graphics Hardware.
TG Daily has interviewed Daniel Pohl, an engineer who is making some impressive progress in ray-tracing research, about Intel’s ray-tracing efforts.
Q: What is Larrabee from your perspective. What is the underlying architecture and the programming model?
A: Larrabee was primarily built as a rasterizering processor. Therefore you have support for DirectX and OpenGL. But it will also be a freely programmable x86-architecture. That means you could, for example, write your own rasterizer with your own API, a ray tracer, a voxel renderer or combinations of those. You could also use it for non-graphical applications that benefit from parallelization.
Q: What API is Intel using to showcase ray tracing demos?
A: We wrote our own API. The shading system uses a HLSL-like syntax that allows you also to shoot new rays within a shader. Using that API the programmer has no need to manually multi-thread the rendering and does not need to optimize the shading with SSE as this is done by the shading compiler automatically.
Read the complete interview here: Intel graphics update: Ray-tracing the way to go for game developers?
More news about Larrabee: Larrabee @ Geeks3D
The Khronos Group announced the release of a new COLLADA specification, which includes new features and expanded functionality designed to further broaden the applicability of the 3D digital asset standard.
COLLADA defines an XML-based schema to make it easy to transport 3D assets between applications – enabling diverse 3D authoring and content processing tools be combined into a production pipeline. The intermediate language provides comprehensive encoding of visual scenes including: geometry, shaders and effects, physics, animation, kinematics, and even multiple version representations of the same asset.COLLADA FX enables leading 3D authoring tools to work effectively together to create shader and effects applications and assets to be authored and packaged using OpenGL Shading Language, Cg, CgFX, and DirectX FX.
Categories: Game Development, NVIDIA PhysX Tags: game development, gamedev, geforce 8, geforce 9, geforce gtx200, geforce physx, NVIDIA, particle fluid demo, physx, physx pack, physx performance, unreal tournament 3 physx mod, warmonger
This is the continuation of the previous post on PhysX Performance with GeForce.
The PhysX Pack provided by NVIDIA contains a PhysX fluid demo:
The primary purpose of the NVIDIA PhysX Fluid Demo is to illustrate Smooth Particle Hydrodynamics (SPH)-based particle simulation technology accelerated by the NVIDIA GPU.
The pack also contains the Unreal Tournament III PhysX Mod:
The PhysX pack will be publicly available on August 12, 2008. The package consists of a new graphics driver that will enable PhysX on graphics cards equipped with GeForce 8, GeForce 9, and GeForce GTX GPUs, a downloadable PhysX software pack containing free Unreal Tournament 3 maps, the full version of NetDevil’s Warmonger, NVIDIA demos, and a first look at Object Software’s Metal Knight Zero and Nurien Software’s Nurien social-networking service.
- A first look at Nvidia’s GPU physics @ techreport.com
- NVIDIA GPU PhysX Pack Preview @ hothardware.com
- nVidia PhysX Starring the Zotac 9800 GTX+ @ hothardware.com
Need more news about PhysX? Click here: PhysX @ Geeks3D
Categories: Game Development, Microsoft DirectX Tags: 3d graphics programming, directx 11, displaced subdivision surface, game development, game technology, gamedev, gamefest, Microsoft DirectX, tesselation
Here is a pack of tutorials to help programmers start out in game programming. These tutorials use C++ and SDL.
Link: game programming tutorials.
Unity3D has publihed the result of their hardware survey. Unity3D targets the casual gamer and here are some pictures about what is graphics card of the casual gamer:
Casual gamers are really not interested to performance since around 3% of them haven’t graphics drivers… Most of the graphics cards are integrated chipsets (Intel, S3) and the first decent graphics card is the GeForce 8600 with is ranked 15.