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Blog Post:
DirectX 11.1 and Windows 7 Update
Chuck Walbourn - MSFT
As of today, IE 10 for Windows 7 has been officially released . IE10 for Windows 7 includes portions of the DirectX 11.1 runtime for Windows 7 Service Pack 1 and Windows Server 2008 R2 Service Pack 1 via KB 2670838 . Full technical details of what's included in KB 2670838 are covered on MSDN . The...
on
26 Feb 2013
Blog Post:
DirectX 11.1 and Windows 7
Chuck Walbourn - MSFT
Windows 8 includes an updated “DirectX 11.1 Runtime” that supports Direct3D 11.1 , updates Direct2D and DirectWrite , DXGI 1.2 , and a revision of the Windows Imaging Component (WIC) . Portions of the “DirectX 11.1 Runtime” are being made available on Windows 7 Service Pack...
on
13 Nov 2012
Blog Post:
BUILD 2012 Conference
Chuck Walbourn - MSFT
The BUILD 2012 conference includes a number of game developer related presentations which are available on Channel 9 . Windows Store apps Designing games for Windows 8 Core technologies for Windows 8 games Developing a Windows Store app using C++ and DirectX Graphics at the core of...
on
1 Nov 2012
Blog Post:
DirectXTK and DirectXTex now on Codeplex
Chuck Walbourn - MSFT
The DirectXTK and DirectXTex libraries now have official homes on Codeplex. http://directxtk.codeplex.com/ http://directxtex.codeplex.com/ The Codeplex site has the latest release packages, source code revision history with a Team Foundation Server source depot, documentation wiki, and issues...
on
18 Jun 2012
Blog Post:
Windows 8 and GDFs
Chuck Walbourn - MSFT
The Windows 8 Release Preview is now available. It includes numerous improvements as discussed on the Building Windows 8 blog , the RC version of the DirectX 11.1 Runtime (including WARP support for feature levels 11.1 and 11.0), and for game developers and publishers it includes some important updates...
on
31 May 2012
Blog Post:
Known Issue: DirectX SDK (June 2010) Setup and the S1023 error
Chuck Walbourn - MSFT
Over the past few month we've been getting reports of problems with the DirectX SDK (June 2010) setup failing for customers displaying an installation error when it gets to point of installing the "redistributable packages". This particular problem has been traced to an issue with the Visual C++ 2010...
on
9 Dec 2011
Blog Post:
DXSETUP Update
Chuck Walbourn - MSFT
As I noted in my post on a DXWSETUP back in November 2010, we have addressed a number of bugs in DirectSetup after the release of the DirectX SDK (June 2010). These bugs include some localization display issues with the EULA and various non-Codepage 1252 languages, plus resolving a problem with .NET...
on
19 Apr 2011
Blog Post:
DirectX and .NET
Chuck Walbourn - MSFT
With the DirectX SDK (June 2010) release and the addition of support for Visual Studio 2010, I’ve been seeing a lot of questions of the form: How do I create a DirectX .NET application in Visual Studio 2010? I can’t find Microsoft.DirectX to add to my project but I have the DirectX SDK...
on
9 Dec 2010
Blog Post:
DXWEBSETUP Update
Chuck Walbourn - MSFT
We’ve republished the June 2010 DirectX End-User Runtime Web Installer , which now shows a release date of “11/30/2010”. This deploys all the same binaries as the June 2010 version, but the setup itself has been updated to resolve a few key issues. For the June 2010 DirectX SDK release...
on
30 Nov 2010
Blog Post:
Known Issue: D3D11InstallHelper sample
Chuck Walbourn - MSFT
I recently found a minor problem with the existing D3D11InstallHelper sample that shipped in August 2009, February 2010, and June 2010 versions of the DirectX SDK. The supplied version of D3D11Install.exe is correct, but if you compile it using the Visual Studio project yourself, it does not properly...
on
10 Nov 2010
Blog Post:
June 2010 HLSL Compiler Issue with Tessellation
Chuck Walbourn - MSFT
One of our areas of focus for the DirectX SDK (June 2010) release was to make sure our samples supported Direct3D 11 hardware from NVIDIA , as we had previously only had AMD/ATI Direct3D 11 hardware to work with. There were a few issues that arose right around the release with the SubD11 and PNTriangles...
on
27 Oct 2010
Blog Post:
Not So Direct Setup
Chuck Walbourn - MSFT
When the DirectX technology was created in the mid 1990s, it was designed to be deployed by games into the Windows 95 operating system as part of the game's install process. As the number of supported operating systems grew, so did the complexities of deploying these components. The DirectSetup API and...
on
8 Sep 2010
Blog Post:
Direct3D 11 Tessellation
Chuck Walbourn - MSFT
The new hardware tessellation feature available on Direct3D 11 video cards has great potential, but using it effectively currently requires understanding higher-order surfaces as well as a myriad of performance implications. In addition to the Windows DirectX Graphics documentation , here are a number...
on
19 Jul 2010
Blog Post:
DirectCompute
Chuck Walbourn - MSFT
The DirectX 11 Compute Shader, also known as Direct Compute , is a powerful but complex feature. In addition to the Windows DirectX Graphics documentation , here is a list of resources for learning to use this technology: Gamefest 2008 - Direct3D 11 Compute Shader —More Generality for Advanced...
on
14 Jul 2010
Blog Post:
Wither DirectDraw?
Chuck Walbourn - MSFT
The DirectDraw API has been more or less deprecated for game developers since the release of DirectX 9.0 SDK back in 2002. The last time we shipped samples or documentation on DirectDraw dates back to the DirectX 8.1 SDK . Game developers looking to do 2D rendering should be using Direct3D , or on systems...
on
16 Jun 2010
Blog Post:
What's in a version number?
Chuck Walbourn - MSFT
There are many version numbers in Windows, and many different ways to obtain and use them. The plethora of ways to get versioning information, and the many different kinds of components involved, has typically resulted in lots of rope for developers to hang themselves. These messes tend to explode when...
on
24 Feb 2010
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