I am developing an directx(d3d11) application.
I want to draw a line using multi-thread
I tried to understand directx11 tutorial file(MultithreadedRendering11) ,
still I don't know what to do..
can I get a multi-thread sample code in direct11?
Did you try MSDN? 'Introduction to Multithreading in Direct3D11'?
Besides, you can find a multithread sample for DX11 in DirectX SDK(\Microsoft DirectX SDK (June 2010)\Samples\C++\Direct3D11\MultithreadedRendering11). Since D3D12 has stronger support for multithread, I suppose it may be helpful for you to reference this DX12 multithread sample, too.
Please let me know if you need any further information.
Related
The tutorial I'm following is this.What I wonder is:Can I add another AR object in the scene?Also,Can I make it point to any cloud anchor I want?Since I'm new to openGL ES(Some idea say that in sceneform it will be easier,is that true?)I want to know how to do it.If there's any other idea to these questions,please tell me.
what I want to made will look like this
I highly recommend the new maintained Version of Sceneform. OpenGL is awesome but it has a steep learning curve.
Is here any audio Library or Framework to use with Swift 2.x. I am looking for something which can handle the Live Stream Buffering or latency. I am using AVAudio Player for Live stream but it is not an excellent choice. I don't know the objective c , so its hard for me to get reference to those docs.
Please suggest. Thanks in advance.
Here is the one of the best library which is purely written in swift.
Jukebox
However, you can still use AVPLayer. It's the one and the same thing.
I want to create a 2D sprite that mimic the provided image:
http://a4.mzstatic.com/us/r1000/069/Purple2/v4/e6/0d/73/e60d73a8-6d78-64c2-dd59-9aabb54c7837/mzl.ujapwanw.320x480-75.jpg
and create different face expressions as provided sprites to unity3d in order to create an android application has multiple face expressions with those sprites... so my question... is what exactly the software I might use through out this process ??
Please, let me know the simplest step-by-step procedures, as I am in my first steps in computer graphics.
Thanks a lot.
Image manipulation is what you are looking for. To modify the current image you have and generate other facial expressions from it, you need to be very good at math. Image manipulation is not a basic stuff and I hope you are not new to programming.
Now that you understand that, you need OpenCV to be able to do this. You need to make a wrapper for it in c#. You can get the already made wrapper [here].1 https://www.assetstore.unity3d.com/en/#!/content/21088 .It works on Windows,Mac, Android and iOS and will save you time. Its NOT free but the price is worth it compare to the time you will spend building the wrappers for all platforms.
Once you get this, you can start learning OpenCV from the following link.
http://docs.opencv.org/doc/tutorials/tutorials.html
http://opencv-srf.blogspot.com/
http://shervinemami.info/openCV.html
http://www.cs.iit.edu/~agam/cs512/lect-notes/opencv-intro/opencv-intro.html
If you the Unity plugin I mentioned, you can ask the author of the plugin to help you out if you are tuck.
I'm looking for an example of multi-threading implementation inside the game toolkit? I have the MultiCube example, but that is for WinForms and I use WPF, and I can't use the game toolkit tools from Direc3D11 because I need an instance of the GraphicsDevice. The MultiCube example is not displaying anything but a black screen, I tried it on several computers. My video card doesn't support command lists, don't know if that has anything to do with it. I was wondering how many models can SharpDX handle, because I have to draw hundreds of small
scaffold couplers, and after adding about a 100 on the default GraphicsDevice, the application slows down and gets locked. Any help would be appreciated.
Regards,
Haris
I was looking for the same thing but I couldn't find any examples. I tried converting the MultiCube example to use the toolkit and got it basically working, still very messy at the moment and needs optimizing, but at least it renders.
https://github.com/PlehXP/SharpDX-Samples/tree/MultiCubeToolkit/Toolkit/WindowsDesktop/MultiCube
I am developing a game in VB6 (plz don't ask me why :) ).
The storyboard is ready and a rough implementation is underway.
I am following a "pure-software-rendering" approach. (i.e. no DirectX, no openGL etc.)
Amongst many others, the following "serious" problems exist:
2D alpha transparency reqd. to implement overlays.
Parallax implementation to give depth-of-field illusion.
Capturing mouse-scroll events globally (as in FPS-es; mapping them to changing weapon).
Async sound play with absolute "near-zero-lag".
Any ideas anyone. Please suggest any well documented library/ocx or sample-code.
Plz do suggest solutions with good performance and as little overhead as possible.
Also, anyone who has developed any games,
and would be open to sharing her/his code would be highly appreciated.
(any well-acknowledged VB games whose source-code i can study??)
UPDATE: Here is a screen shot of GearHead Garage.
This picture ought to describe what i was attempting in words above... :)
(source: softwarepod.com)
EGL25 by Erkan Sanli is a fast open source VB 6 renderer that can render, rotate, animate, etc. complex solid shapes made of thousands of polygons. Just Windows API calls – no DirectX, no OpenGL.
(source: vbmigration.com)
VBMigration.com chose EGL25 as a high-quality open-source VB6 project (to demonstrate their VB6 to VB.Net upgrade tool).
Despite that, and despite my opinion that VB6 is often criticised too harshly, I can't help thinking there must be better options for game development in 2010?
You may want to check out the Game Programming Wiki -- it used to be "Lucky's VB Game Site" (and we're talking a LONG time ago) but all of the content (VB5/6 centric) moved to the Wiki with the addition of other languages.
It appears that much of the legacy VB6 content is still available on the site.
Have a look at DxIce : http://gamedev.digiapp.com/
I think you will find no well-acknowledged written games in VB6 for precisely the reasons you state above.
It was not designed to be a high performance language. For that you NEED to use the graphics libraries (DirectX, OpenGL) you said you didn't want to use unless you want to BitBLT everything yourself using API calls which is probably not going to get what you need.
VB6 is interpreted, outdated, and I'd be surprised if it runs on Windows 7.
I think you need to seriously re-evaluate the methodology here.
For audio playback, I have used http://www.fmod.org/ in the past. This, and other libraries like BASS, are only free for non-commercial use. I also suggest avoiding the built-in multimedia playback object.