Donate?
Topics
Balder3D Binary Man Commodore 64 CUDA Demoscene DirectX DirectX11 DirectX12 Fractal Game Camp Game programming Gaming General Graphics Grill Simulator 360 Kinect Math Parallel Computing Shaders Silverlight Spill Technology Tutorial Uncategorized Unity Windows 8 Windows 10 Windows Phone XNA XNA Shader Tutorialpetriw
 RT @Hoffgame: Want a game where you befriend an ox and smash your way to riches? You can do that and more in #ikoneiisland, which just laun… 1 month ago
 Been working on some things for my Space Flight Simulator over the summer, feel free to join, might be interesting… twitter.com/i/web/status/1… 1 month ago
 RT @babylonjs: We'd like to formally introduce the next version of the Babylon Platform  #BabylonJS5 🥳🥳🥳 Blog: aka.ms/5.0_Blog… 4 months ago
 RT @PlayReentry: Realtime data monitoring of the Lunar Module in the Apollo Mission Control #multiplayer module in Reentry. #gamedev #gdc… 6 months ago
 Very happy to see N9 creating content for @PlayReentry! In this video, he will prepare and ignite those powerful F1… twitter.com/i/web/status/1… 6 months ago
 PMDG 737 for Microsoft Flight Simulator  Preview Trailer youtu.be/6HGIMzon84E via @YouTube #msfs2020 #fs2020 7 months ago
Blogroll

Join 208 other followers
Meta
Category Archives: DirectX11
Setting up a DirectX 11 project in Visual Studio 2013 (and Visual Studio 2012)
A question I keep receiving is how to use Visual Studio 2013 (or 2012) with the DirectX 11 (June 2010) SDK, so DX can be used on apps outside the Windows Store framework. So, I decided to post a … Continue reading
Posted in DirectX, DirectX11, Visual Studio 2012, visual studio 2013, VS12, VS13
2 Comments
Procedural landscapes using Perlin Noise
A few years ago I read the article “Generating Complex Procedural Terrains Using the GPU” in GPU Gems 3. It covers a way to implement random landscapes using Noise, a great read if you are interested. I’m just in the … Continue reading
Posted in DirectX11, Graphics, Technology
1 Comment
White Lavender – A surface journey on the Mandelbulb fractal (video)
A Mandelbulb fractalThe function I implemented is a bit wrong but the output was OK, running on about 30 FPS in 800×600 🙂 Only diffuse and specular light is used when rendering. Rendered using DirectX, Shader Model 4.0. Programming: digitalerr0r … Continue reading
Posted in DirectX, DirectX11, Fractal, Graphics
Leave a comment
Fundamentals of Fractals 5: The Mandelbrot Set
I give you the same question Neo got; do you take the red pill or do you take the blue pill? After studying the Mandelbrot set, the complexity, rich and beauty of a simple definition, the endless iteration of a … Continue reading
Fundamentals of Fractals 4: The Sierpinski carpet
In the last tutorial, we plotted a Sierpinski gasket using dots. I figured that I wanted to introduce the Sierpinski Carpet as well, before moving into more heavy fractals. The Sierpinski Carpet is very simple as well, but we are … Continue reading
Posted in DirectX11, Fractal, Math, Tutorial
Leave a comment
Fundamentals of Fractals 3: The Sierpinski gasket
The Sierpinski gasket is a fractal and a very basic fractal of selfsimilar sets, a mathematically generated pattern with similar patterns. The Sierpisnki gasket is typically generated using triangles, but you can render any shape you want in the space, … Continue reading
Fundamentals of Fractals 2: What is a fractal?
There are many answers to this question, but let’s take a look at the common definitions:”A set of points whose fractal dimension exceeds its topological dimension” Paul Bourke”A fractal is a rough or fragmented geometric shape that can be split … Continue reading
Fundamentals of Fractals 1: Introduction to Complex Numbers
This series aims to teach you the basics of programming fractals. Let’s start with introducing Complex Numbers, which is a topic within algebra and the fundamental for everything that is related to fractals. In the next tutorial, we will move … Continue reading