This section contains a series of technical articles about developing games for Microsoft Windows.
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Making Video Games Accessible: Business Justifications and Design Considerations
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Installation Best Practices for Massively Multiplayer Online Games
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Introduction to the 10-Foot Experience for Windows Game Developers
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Lockless Programming Considerations for Xbox 360 and Microsoft Windows
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Patching Game Software in Windows XP, Windows Vista, and Windows 7
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Top Tools and Techniques for Making More Robust Windows Games
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XACT Implementation Differences on Microsoft Windows and Xbox 360
收集自:http://msdn.microsoft.com/zh-cn/library/ee416994(en-us,VS.85).aspx
The following samples demonstrate the newest techniques incorporated into Direct3D 11:
In This Section
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AdaptiveTessellationCS40 Sample
- Illustrates how to implement a simple adaptive tessellation scheme using Compute Shader 4.0. BasicCompute11 Sample
- Illustrates the basic usage of DirectX11 Compute Shader by implementing array A + array B. Basic HLSL Sample
- Illustrates how to load a mesh, create vertex and pixel shaders from files, and then use the shaders to render the mesh. BC6HBC7EncoderDecoder11 Sample
- Illustrates how to implement BC6H/BC7 encoding/decoding using Compute Shader 4.0 acceleration. Cascaded Shadow Maps Sample
- Illustrates cascaded shadow maps and common techniques to improve shadow maps. ComputeShaderSort11 Sample
- Illustrates the basic usage of the DirectX 11 Compute Shader 4.0 feature to implement a bitonic sort algorithm. ContactHardeningShadows11 Sample
- Illustrates how to create contact hardening shadows. DDSWithoutD3DX11 Sample
- Illustrates loading a DDS file into a texture without using D3DX helper functions. DetailTessellation11 Sample
- Illustrates how to do true displacement mapping with the tessellator. Dynamic Shader Linkage 11 Sample
- Illustrates how to dynamically link at run time. EmptyProject11 Sample
- Provides a bare-bones Direct3D application as a convenient starting point for your own project. HDRToneMappingCS11 Sample
- Illustrates how to implement tone mapping with a compute shader. MultithreadedRendering11 Sample
- Illustrates how to split rendering among multiple threads. NBodyGravityCS11 Sample
- Shows an N-Body particle system implemented using Compute Shader 4.0. OIT11 Sample
- Demonstrates a technique for achieving order independent transparency in Direct3D 11. PNTriangles11 Sample
- Tessellates low-res meshes to high-res meshes based on normals. SimpleBezier11 Sample
- Illustrates the basic usage of the DirectX 11 tessellation feature to render a simple cubic Bezier patch. SimpleSample11 Sample
- Provides a basic starting point for creating a Direct3D project. SubD11 Sample
- Illustrates how to use tessellation to render a subdivision surface. VarianceShadows11 Sample
- Illustrates how to use cascaded shadow maps with variance shadow maps. WindowsTouch11 Sample
- Illustrates how to use Windows Touch in a top-down style game.
收集自:http://msdn.microsoft.com/zh-cn/library/ee416567(en-us,VS.85).aspx
http://msdn.microsoft.com/zh-cn/library/cc440757(en-us).aspx
DirectX Developer Center