In this article, I will introduce the reader to DirectX 11. We will create a simple demo application that can be used to create more complex DirectX examples and demos. After reading this article, you should be able to create a DirectX application and render geometry using a simple vertex shader and pixel shader.
In this article I will demonstrate how to apply 2D textures to your 3D models. I will also show how to define lights that are used to illuminate the objects in your scene.
I assume that the reader has a basic knowledge of C++ and how to create and compile C++ programs. If you have never created an OpenGL program, then I suggest that you read my previous article titled [Introduction to OpenGL and GLSL] before continuing with this article.
In this article I will introduce the reader to the OpenGL rendering API (application programming interface). I will also introduce GLSL (OpenGL Shading Language). We will create a simple vertex shader and fragment shader that can be used to render very basic 3D primitives. By the end of this article you will know how to create a simple OpenGL application and render 3D objects using shaders.
In this article I will introduce the reader to Graphical User Interface (GUI) scripting in Unity. Unity has a very powerful GUI scripting Application Programming Interface (API). It allows you to quickly create simple menus and GUIs using scripts.
In this article, I will briefly describe how to setup a Unity project together with a Version Control System (VCS). I will show you how you can setup a Unity project to work with Subversion (SVN) but the method to use Unity with other version control systems should be similar.
In this article, I will describe what Subversion is and how to use it. After reading this article, you should understand how to correctly work with Subversion.
In this article, I will introduce the reader to Terrains in Unity. I will describe the different terrain features that Unity offers and we will build a simple terrain that can be used in your game.
In this article I will introduce the Shuriken Particle System that was added to Unity in version 3.5.
In this article, I will introduce the reader to CUDA 5.0. I will briefly talk about the architecture of the Kepler GPU (Graphics Processing Unit) and I will show you how you can take advantage of the many CUDA (Compute Unified Device Architecture) cores in the GPU to create massively parallel programs.
In this article, I will introduce the reader to the Physics system used in the Unity game engine. First, I will introduce the Physic Material Asset that is used to define physics properties for collider surfaces. I will also introduce Colliders and talk about the different kinds of Collider types you can create. The Rigidbody component is absolutely essential for performing physics simulations on GameObjects. I will show you how you can create a Rigidbody GameObject that can be user controlled. I will also talk about the Character Controller component that is provided by Unity to control upright characters. And finally, I will introduce the different Joints that are available in Unity.