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 »
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 »
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. »
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. »
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 »
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 »
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 »
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 »
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 »
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 »
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 »