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How to build a basic fluent interface in 8 steps. In The Brain of Robert Pickering: The Combin.


Silverlight. SQL. Javascript. Gaming. Ado. The Ramblings of a Hazy Mind. Chad Vernon. Prog21: Purely Functional Retrogames, Part 1. When I started looking into functional languages in 1998, I had just come off a series of projects writing video games for underpowered hardware: Super Nintendo, SEGA Saturn, early PowerPC-based Macintoshes without any graphics acceleration.

prog21: Purely Functional Retrogames, Part 1

My benchmark for usefulness was "Can a programming language be used to write complex, performance intensive video games? " After working through basic tutorials, and coming to grips with the lack of destructive updates, I started thinking about how to write trivial games, like Pac-Man or Defender, in a purely functional manner. Then I realized that it wasn't performance that was the issue, it was much more fundamental.

I had no idea how to structure the most trivial of games without using destructive updates. Pac-Man is dead simple in any language that fits the same general model as C. In a purely functional language, none of this works. The one exception to "purely functional" is that I don't care about trying to make I/O fit a functional model. HLSL Introduction. High Level Shading Language (HLSL), a programming language for Graphic Processing Unit (GPU) in DirectX 9/10/11, supports the shader construction with C-like syntax, types, expressions, statements, and functions.

HLSL Introduction

Long time ago, Apple's RenderMan was a popular shading language that was used to generate cinematic effects with CPU in render farms. Lately, Microsoft's High-Level Shading Languages (HLSL) and OpenGL's OpenGL Shading Language (GLSL) shading languages have been developed for real-time shader on GPU. Best integrated into the DirectX 9 and plus, HLSL works solely on Windows platform. Similarly, OpenGL 1.5 to 4.0 starts to include OpenGL shading language GLSL as a standard component. These high level languages accelerated the shader development. To build a complete shader, new shading languages for GPU must work along with a host programming language such as C/C++, although it is tedious to set large amount of parameters, C/C++ is the fastest on CPU.

The Simplest Example FX Effects. FX Composer 1.8. FX Composer is no longer in active development and will not receive any further updates. v2.5 is the final release of this product.

FX Composer 1.8

Please refer to NVIDIA Nsight Visual Studio Edition for your shader debugging/profiling/authoring needs. FX Composer 2.5 is a powerful integrated development environment for shader authoring. Features in this release include: Major user interface improvements DirectX 10 support, including geometry shaders and stream out. Visual Styles - the ability to create, define, and export multiple looks for a model. Note: mental mill Artist Edition is no longer bundled with FX Composer 2.5.

Screencasts. MPQ Archivy - MPQ file format. MPQ Archives MPQ file format MoPaQ archive format on Wiki Justin Olbrantz (Quantam) and Jean-Francois Roy (BahamutZERO) have written a more detailed description of MPQ format.

MPQ Archivy - MPQ file format

It can be found on General layout of a MPQ file General layout of a MPQ file is the following: MPQ File Header and MPQ User Data Great majority of file format begins with a header and MPQ format is no exception. 'MPQ\x1A' means there's MPQ header at that offset 'MPQ\x1B' means there's MPQ user data header at that offset Both structures, written as C++ data types are here: // MPQ user data struct TMPQUserData { // The ID_MPQ_USERDATA ('MPQ\x1B') signature DWORD dwID; // Maximum size of the user data DWORD cbUserDataSize; // Offset of the MPQ header, relative to the begin of this header DWORD dwHeaderOffs; // Appears to be size of user data header (Starcraft II maps) DWORD cbUserDataHeader; }; HET Table The structure of the HET table, as stored in the MPQ, is the following: BET Table Hash Table Block Table.

XNA Tutorial > DirectX using C# Welcome to the tutorials on DirectX and XNA.

XNA Tutorial > DirectX using C#

As you can see in the table of contents on the right, this site contains tutorials in a variety of languages. This page was written to provide some comments on the differences between these flavors. When you click on one of those languages, you’ll see they’re subdivided into Series, which again consist of several chapters. Each chapter puts its focus on a new XNA (or DirectX) related concept. Below you can see the screenshot of the final chapter of the 3 Series: RSamaium/RPG-JS - GitHub.