Multiple High Resolution Timer Class for Windows – C++

Earlier i had posted a tutorial on doing high resolution timing on windows and i’d given a very basic class to act as a timer, now i found when doing my graphics work i often needed multiple timers and so i just extended my baby timer class a little to support multiple timers.

So you can create as many timers as you need on the fly (the controller class acts as a big timer vector) and also get a pointer back for each timer if you wish to create a easily readable shortcut ie.

HRTimer* animationTimer = timers[5];

hope you find it useful: MHRTimer.h

DirectX10 Tutorial 1: Setting up the D3D10 device

So if you read my review of Wendy Jones’ book, you know my feelings on the state of DX10 tutorials and books, I want to try and maybe help some people out with tutorials in getting started with DX10, I am by no means an expert and the tutorials will basically cover everything that I’ve learnt so far. They will not be rehashes of the SDK tutorials nor Wendy Jones’ book. I’m hoping to slowly build up a dxManager wrapper class that can be easily used for some basic D3D apps. So let’s get started with the most basic topic: setting up the D3D device for drawing.

Note: The DX10 SDK tutorials are excellent, they are a must read and my early tutorials will be a concatenation of the information found in them! Continue reading “DirectX10 Tutorial 1: Setting up the D3D10 device”

Beginning DirectX 10 Game Programming By Wendy Jones – Review

A search of amazon.com in regards to directx10 books yields only three entries: Wendy Jones’ book, a book by peter Walsh which by all account is just a basic update of his previous directx9 book and recently a new book by frank luna which also seems just like an update of a previous book.

I purchased Wendy Jones’ book: Beginning DirectX 10 Game Programming in January of this year and have only recently had the time to sit and go through it. In brief I wasn’t very impressed. This book is nothing more than a rehash of the tutorials available in the DX10 sdk, and to make matters worse you would think that she’d make an effort to improve upon the tutorials, that there would perhaps be more depth and clarity,  unfortunately she doesn’t. Continue reading “Beginning DirectX 10 Game Programming By Wendy Jones – Review”