Shawn Hargreaves' Blog

Game programming with the XNA Framework
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101 entries
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shawnhar
March 12, 2012
CreateThread for Windows 8 Metro
The WinRT programming environment, which is used to create Metro applications for Windows 8, replaces the old Win32 threading APIs such as CreateThread with a new ThreadPool::RunAsync API. This is generally a good thing (ThreadPool is better than CreateThread for several reasons) but it can be a p…
3,104 views
shawnhar
March 02, 2012
SpriteBatch and BasicEffect for C++ Direct3D 11
Over the Christmas break I spent some time porting the built-in XNA effects (BasicEffect, SkinnedEffect, etc.) to native C++ using Direct3D 11. Finding that strangely enjoyable, I went on to make a C++ version of SpriteBatch, and also ported the XNA Primitives 3D sample, built-in state objects, an…
2,561 views
shawnhar
January 20, 2012
Bloom on Windows Phone
Ok, silliness aside, is it possible to implement an efficient bloom effect on Windows Phone without custom shaders?
Bloom consists of three operations:
  • Identify which parts of the image should be bloomed
  • Blur those parts
  • Combine blurred bloomy bits with the original image

    There are many choices f…
  • 1,739 views
    shawnhar
    January 19, 2012
    Voting results are in!
    Thanks for the comments about what I should write about next. Hopefully I managed to count these more accurately than the Iowa Republican party :-) C++ 16 How GPU's work 11 3D math 10 …
    1,028 views
    shawnhar
    December 29, 2011
    Is SpriteBatch Turing complete?
    Time for some end-of-year silliness...
    Inspired by this recent Twitter exchange:
    Scionwest - @shawnhargreaves @nickgravelyn How about post processing for WP7? I've seen people do Bloom effects and thought P.P. was not part of WP7?
    nickgravelyn - @Scionwest Shaders aren't available, but I'v…
    1,911 views
    shawnhar
    December 29, 2011
    What should I write about next?
    I have a couple more articles planned about aliasing and motion blur, but am curious to hear where you would like me to take this blog next.
    Some topics I am considering:
    C++. Dirty secret: although I've mostly blogged about C# programming, much of XNA itself is written in C++, so I've actually …
    1,532 views
    shawnhar
    December 14, 2011
    From games to telephones
    After six years working on XNA, I decided it was time to take on a new challenge. I am moving to the Windows Phone team, where I will be working on things I'm not sure how much I can say about here (leaking future business plans on MSDN might not be the best way to endear myself to my new boss :-…
    851 views
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    shawnhar
    November 19, 2011
    Temporal sampling frequency (aka 'framerate')

    Game player: "d00d, teh framerate totally sux0rz!"
    Game developer: "we are experiencing aliasing due to low sampling frequency along the temporal axis..."
    One of the many decisions that goes into making a game is whether it is better to run at a high framerate, which means drawing many fr…
    941 views
    shawnhar
    November 08, 2011
    Stand still and they won't see you
    So far I have written about aliasing in the context of rendering single images, but neglected to consider what happens when we string a series of images together, attempting to create the illusion of smooth motion. Animation introduces the temporal (time) axis, which we sample by rendering frames …
    802 views
    shawnhar
    November 01, 2011
    Shader aliasing
    Looking through my backlog of half written articles, I realized I have a couple more topics in my series about antialiasing, which I had entirely forgotten about! Oops...
    Actually, though, today is a good day to finish this article. Forget your ghosts, ghouls, and goblins, for I have something R…
    1,334 views
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