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Nick Darnell's Blog

Tools, UI & Game Programmer, occasional blogger.

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← Newer Posts Page 3 of 11 Older Posts →

SWIG: Casting Revisited

A while back I wrote SWIG and a Miss, which is a post about several of the problems I’ve encountered with SWIG. At that time »

Nick Darnell Nick Darnell on C#, Programming, SWIG 10 August 2011

Project Photofly Experiment

Last week we were sitting around the office wondering if it would be possible to place ourselves in a game world with Autodesk’s Project Photofly. »

Nick Darnell Nick Darnell on Kinect, Project Photofly 26 July 2011

How I Organize Research

About a year ago I got tired of trying to keep the mounting supply of PDFs and PowerPoint slides I’ve collected over the years organized. »

Nick Darnell Nick Darnell on Media Wiki, Organization, Research, Whitepapers 11 July 2011

Intelligent Character Motion 1.1 - With Unity Integration

Back in April I wrote a short post about Activate3D releasing 1.0 of ICM, but unlike the 0.8 alpha version the 1.0 did »

Nick Darnell Nick Darnell on Activate3D, Community, Game Industry, Gaming, Kinect, Motion Gaming, NUI, OpenNI, Personal, Unity 01 July 2011

Terraria: The Auto-Saving Server

After beating Minecraft (not really) I thought my addition to these blasted sandbox mining games was satisfied.  Sadly, I was wrong.  I started playing Terraria a »

Nick Darnell Nick Darnell on Auto Save, Games, Programming, Project, Server, Terraria 28 June 2011

Hierarchical Z-Buffer Occlusion Culling - Generating Occlusion Volumes

Almost a year ago I wrote a couple of posts on Hierarchical Z-Buffer Occlusion Culling (HZB-OC). Hierarchical Z-Buffer Occlusion Culling Hierarchical Z-Buffer Occlusion Culling – Shadows One »

Nick Darnell Nick Darnell on Automation, Hierarchical Z-Buffer, Hiz, Occlusion Culling, Occlusion Volumes, OpenCL 26 June 2011

Extend Visual Studio!

The Pitch I don’t want to show you how to add a command button or toolbar to Visual Studio, there are plenty of examples out »

Nick Darnell Nick Darnell on Programming, Visual Studio, VSX 11 June 2011

SWIG and a Miss

There are so many pitfalls you’ll encounter after using SWIG for any extended period of time or with a large enough codebase.  I thought I »

Nick Darnell Nick Darnell on C#, Programming, SWIG 27 May 2011

Do the Truffle Shuffle to Start

Preface The first time I stepped in front of a depth camera was almost a year ago now.  We had a reference version of a PrimeSense »

Nick Darnell Nick Darnell on Kinect, Motion Gaming, NUI, OpenNI 12 May 2011

Chaining Compute Shaders

My new side-side project with DirectX 11 is something that has been bothering me for awhile.  Chaining compute shaders with variable length output.  Chaining compute shaders »

Nick Darnell Nick Darnell on AppendStructuredBuffer, Compute Shader, CopyStructureCount, D3D11, DirectX 11, DispatchIndirect 27 April 2011
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