### 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 Tutorial### petriw

- RT @pavsaund: My colleague @tomasekeli shared some wisdom on how to merge aggregates in an event sourced system the other day. 1 week ago
- @shieldsjames @Microsoft @Xbox Congratulations! :) 2 weeks ago
- The Apollo Guidance Computer was an amazing piece of technology, and can be considered the heart of the spacecraft.… twitter.com/i/web/status/1… 1 month ago
- RT @PlayReentry: Have you ever tried to land on the Moon? You can now experience the early days of the Race for #Space in VR! The #VirtualR… 1 month ago
- Learn how to realistically fly and operate the rockets of the 60’s that brought the first American into space, and… twitter.com/i/web/status/1… 2 months ago
- RT @eiminklive: We're soon live with 24+ coders doing live glsl shader coding jam at twitch.tv/psenough 3 months ago

### Blogroll

### 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 self-similar 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