Elastic collision of circles and spheres

Inspired by a question on StackOverflow I decided to write a short article about the physics of elastic collisions. The principle is always the same. But for reasons of simplicity I will explain everything by taking the example of sphere collisions. Due to the nature of spheres the algorithms can be used directly for hyper […]

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SlimDX SpriteTextRenderer Release 1.1

The SpriteTextRenderer is a library that aids in the creation of 2D elements in DirectX 11 (SlimDX) appplications. Thanks to some user posts I was able to improve the SlimDX SpriteTextRenderer. Topmost, some bugs in the font layouting system could be fixed. If you’re still looking for a sprite and text renderer for DirectX 11, […]

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Access the Doodle REST API

Recently I was working on a project that should be able to automatically create Doodle polls. Doodle provides a broad REST web service for this task. However, there is no .Net library that takes care of establishing the connection and so on. So I decided to start one on my own. The library uses DotNetOpenAuth […]

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Preserving the context of an operation

In game programming you often have certain parts in your code where you need to change some variables and reset them back afterwards (e.g. render states). This can be necessary in “regular” programs, too. Usually you save the context in some variables, perform the changes you need and revert the changes. In this post I […]

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Simulating a day’s sky

A nice sky is very important for most games. However, creating a good-looking one is not that easy. Researchers of the University of Utah have found a good approximation for the sky during a day (Paper). In this article I am going to explain the fundamentals of this algorithm. The complete project can be downloaded […]

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Managing input layouts

In my last post I showed how to use .Net attributes to define shader variables. This post will be about the management of input layouts. Input layouts define how the graphics card should interpret vertex data and how to map fields to the shader’s variables. Usually you send vertices in form of arrays of structs […]

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Conveniently managing shader variables

If you use DirectX 11, particularly SlimDX, you have the choice to use the Effect Framework to manage your shaders. Then, instead of setting constant buffers you can set shader settings with the help of EffectVariables. Here is a sample for using those variables: However, setting up these variables can be pretty annoying because mostly […]

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