GameArtArt.com

Development, Game Development August 11th, 2005

A group of indie game developers worried about the future of gaming has launched GamesAreArt.com.

Welcome to this brand new site. Here it’s your home to discuss games as a cultural movement, games as an artistic revolution, games as your creative obsession or games just as games.
Developers and Gamers of the World, Unite! GamesAreArt.com is born.

Windows Vista for Gamers

Development, Game Development August 3rd, 2005

Extremetech.com features an article about the Windows Vista presentation for game developers given at Microsoft’s Meltdown convention.

DirectX 10, the Vista Game Explorer and Vista’s WinSAT tools are discussed…

In brief:

  • Windows Game Explorer allows easy brwosing through installed games (Media Player style) rather than going through the usual Programs->Some Publisher->SomeGame…
  • WinSAT (Windows System Assessment Tool) is a function that analyzes your PC’s performance and stores the data in a protected system file, so that the OS and applications can enable or disable features appropriately. This can be used by game developers set the game’s performance and details level etc. according to the performance test results performed by WinSAT.
  • DirectX 10
    • Revised API. Almost completelly rewritten.
    • Strict hardware requirements
    • New “geometry shaders” which operates on entire primitives (dots, lines, triangles…) rather than single vertices.

Bottom line is that Microsoft is not ditching the PC as a gaming platform because of Xbox 360…

Tags:

The Game Programming Wiki Celebrates Its One Year Anniversary!

Development, Game Development August 3rd, 2005

The Game Programming Wiki just turned one year of age today!

Visit the anniversary page  to see some usage statistics…

Xbox 360 - The Making of A Video Game Console Interface

Development, Game Development July 31st, 2005

designinteract.com  features a very interesting article about the UI design process of Microsoft’s Xbox 360.

“Taking two years to design an interface may sound like a long time, but not when it’s for a media product. For the iPods and Tivos of the world, the difference between success and failure often lies in how quickly a person can learn the interface and begin using the device. As a result, such projects have lengthy timelines and budgets that would astonish the average Web designer…”

Read the full article here

Microsoft DirectX Slides from the Game Developers Conference 2005

Development, DirectX March 18th, 2005

Get them here:

Game Developers Conference 2005
This download includes presentations given by the Windows gaming and graphics team at the Game Developers Conference 2005. Included is the Microsoft DirectX Developer Day content and the High-Level Shader Language (HLSL) Workshop content.

Besides the HLSL Workshop content mentioned above it also contains an introduction to Visual Studio 2005 features (especially C++ compiler optimizations), Advanced PTR, Best Practices and more….

New DirectX Developers Center on MSDN

Development, DirectX March 17th, 2005

Microsoft’s MSDN site features the new DirectX developers center which now looks and feels like the other developers center on the site.

Check it out at: http://msdn.microsoft.com/directx/

DirectX February 2005 release

Development, DirectX February 10th, 2005

Microsoft have announced the latest update to the DirectX SDK.
You can download the it from here.

From the microsoft’s web :

The DirectX® Team is pleased to announce the final release of DirectX 9.0 SDK Update (February 2005)!
This SDK release contains the first release of D3DX as a Dynamic Link Library, new graphics samples, new\updated technical articles, enhanced tools and updated documentationBelow are highlights of what is new in this SDK release.  For a complete list of updates, please refer to the SDK Documentation “What’s News” sections.

SDK:
Windows 2000 is no longer a supported platform for the SDK.
All of the DirectShow components (Header, Libs, Utilities, Tools, and Samples) were moved to the extras folder.

New Samples and Technical Articles:
New “Top Issues for Windows Titles” article
New PRTCmdLine sample
New Managed HDRFormat sample
Updated “Install-on-Demand for Games” and “Gaming with Least-Privileged User Accounts” with information about patching

Tool Updates
Enhancements to PIX have been made:
You can now capture the Microsoft Direct3D calls made by a single frame of your application and play them back within PIX.
•  When grabbing screenshots:
    - You can append an incrementing number, or the current frame number, to the screenshot filename.
    - You can specify whether to overwrite existing image files with the same filename.
    - You can specify whether to show or hide the mouse cursor in the screenshot.
• New command-line options are available to:
    - Convert a .PIXRun file to a .csv format that can be read by Microsoft.
    - Save an exclusive-or comparison of two images to a file.

D3DX:
Precomputed Radiance Transfer
The precomputed radiance transfer (PRT) system has been enhanced:
• New fast raytracing methods have been added for direct computation of ray/mesh intersections against a simulation scene.
• GPU-accelerated direct-lighting computation now supports normal maps.

Math Library
• D3DX math functions on X64 have been heavily optimized for 64-bit processors in this release.

HLSL Compiler
• A series of improvements and bug fixes have been made to the HLSL compiler

Effects Framework
• New functions have been added to allow a developer to specify parameters to be ignored by the effects system and managed directly by the application.

D3DX as a Dynamic-Link Library
• Starting with this SDK release, D3DX is being released as a dynamic-link library (DLL). Updates to D3DX in the future will continue to ship as uniquely-named DLLs that exist side-by-side on the system. This allows for continued improvements to the library without imposing regression risk. D3DX9.lib is still provided as the import library for the DLL which your application can statically link against. See documentation for details.
• The D3DX DLL included in the SDK is automatically installed as part of Installing DirectX with DirectSetup. If your application does not use D3DX, you can remove D3DX from the redistributable (see Directx redist.txt for details).
• The statically-linked debug library (D3DX9dt.lib) has been removed; use D3DX9d.lib instead.

Other
• D3DX for DirectX8 was removed from the SDK in December. This was not mentioned in the release notes for the December SDK.

The Future of Israel’s High-Tech Industry is in Gaming

Development, Game Development January 30th, 2005

“העתיד של ההיי טק הישראלי הוא בתעשיית הקולנוע ומשחקי המחשב” - כך נאמר באחת הכתבות ב-TheMarker היום.
הייתי רוצה להאמין שזה נכון אבל למיטב ידעתי אין חברות רציניות בשוק המתמחות בתחומים הנ”ל.
אני באמת מקווה שמגמה זו תשתנה… הייתי שמח לעבוד בחברה שכזו…

למאמר ב-TheMarker

DirectX 9.0 SDK October Update

Development, DirectX October 8th, 2004

The DirectX 9.0 SDK - (October 2004) contains the FINAL release of the DirectX 9.0c Runtime and all DirectX software required to create DirectX 9.0 compliant applications in C/C++, and C#.

Primary areas of concentration for this Summer Update have been with the Direct3D Extension Library (D3DX), Graphics Samples, Tools and documentation. The included developer runtimes and the DirectX Redistributable have also been updated to include the latest updates (DirectX 9.0c).

Here are the download links: Release Notes, SDK, Extras, Symbols.

Ray tracing tutorials on flipcode.org

Development, Game Development October 7th, 2004

Jacco Bikker started a new tutorials series at flipcode.org.
Check it out: