Average Adam
The personal blog of a happily mediocre “adult”

Wednesday, May 3rd, 2006

Ran into a few DirectX 10 articles that I though were interesting.
DirectX 10 & the Future of Gaming (posted at digg)
The Future of PC Gaming - The Possibilities of Direct3D 10 (from gamedev.net)
It is sad to know that we are going to be forced to upgrade so extensively to be able to use DirectX 10. [...]

Tuesday, April 25th, 2006

Its back! The 48 hour game programming competition. I signed up to find out all the info but its this weekend so I won’t be able to actually participate. Maybe next time (although I said that for the 7th one too).
Here is the info for those that are interested.
Starting: April 28 2006 11:00 PM EST [...]

Wednesday, March 15th, 2006

I just finished up the graphics section that I added a link to a couple weeks back. It contains tutorials in PowerPoint form, supporting example code and a section of links relevant to OpenGL programming. This stuff was all originally created for a fourth year graphics course that I was a teachers assistant for at [...]

Saturday, January 14th, 2006

Nobody, save for Microsoft I guess, knows at this point exactly what is going to happen with Direct3D 10 (or Windows Graphics Foundation, or Direct3D 10, whatever). Direct3D has been the guide for the gaming industry for many years now with OpenGL constantly playing catch-up. OpenGL was always there in the background being supported by [...]

Monday, September 26th, 2005

After battling with my code for a week or so it has come to my attention that the noise functions of GLSL are not implemented correctly or at all on any current hardware (except, I assume, 3D Labs stuff).
I have an ATI Mobility 9600 and after fixing a few bugs all of a [...]

Friday, August 26th, 2005

I tried using constant variables recently and I am not noticing any speed difference. Is this normal or is it maybe my cards fault?
I tried using global constants, local constants and regular variables but they all have the same result, slooooowwwness.
On a side note:
Parkour is an awsome sport full of awsomeness. You should [...]

Tuesday, August 16th, 2005

I have to say that OpenGL 2.0 and GLSL are a powerful team. It is much easier to use than ARB_(vertex|fragment)_program. Writing shaders in assembly language is useful for some things (linear genetic programming) but to actually get into shader programming you have to opt for a high level shading language (no matter [...]