Shawn Hargreaves Blog
I have a couple more articles planned about aliasing and motion blur, but am curious to hear where you would like me to take this blog next.
Some topics I am considering:
C++. Dirty secret: although I've mostly blogged about C# programming, much of XNA itself is written in C++, so I've actually been straddling both worlds for years. And interesting things are happening in C++ land right now, with the arrival of C++11 and maturity of the standard library affecting best practices and recommended style. But are my readers interested in such things? You tell me!
More about how GPU's work. Tiling, swizzling, caching, parallelism, predication, etc.
3D Math. Vectors, matrices, what really is an orientation, how to think in multiple coordinate spaces, and why rotation angles are Teh Evil.
Game design. What makes it fun? What makes a good AI? How does one persuade customers to try/buy your work? I've been reluctant to cover these topics because it's not really my area of expertise, but I do have some opinions about it so who knows, maybe a few worthwhile articles to be had here.
SIMD optimization, SSE, DirectXMath.
This: "much of XNA itself is written in C++." It would be awesome if you could go through some of the design decisions, but also implementation details and useful tricks that were discovered when writing XNA and that aren't known to the broader world of C++ devs -- I (and I think many others) would find this extremely interesting!
GPU inner workings + SIMD would be awesome!
I'm keen on some more 3D Math and how GPUs work.
Definately all of them :D
.NET performance and reach -- and possible problems with floating points as defined in IEEE 754 -- compared to C++ is an interesting topic, likewise just plain C++ or game construction and more abstract issues as you have blogged before (e.g. convolution). Maybe something even more elaborated than Alexandre Mutel's SharpDX measurements (code4k.blogspot.com/.../benchmarking-cnet-direct3d-11-apis-vs.html) for starters? :)
tell us that you will be upgrade the xna framework to Directx 11 with smid/neon support for phones , tablets and pc
so you at microsoft can keep the indie developer happy
and we are allowed to sell our games on tablets, pc and future phones
and when we all get our hands on the Nvidia version of windows tablets make shure that are support for nvidia hardware physics
as thay have now on android and Iphone,ipad and the sony playstation suite tablet,vita,and phones
Please shawn take a look at unity
indie dev and small firms have no trobble paying 1400 dollars for publishing on android and paying again 1400 dollars for publishing on apple platform and there are 350.000 developers and small firms that are doing this
allso unityengine.dll is pure managed code , there are no native acess , on windows ,apple,android or the webbrowser
mono has the native acesss , look at the games , so it all can be done
we are living in a new world where we can publish our game and buy a devkit that simple just runs out of the box
and dont forget the custom shaders
I'm trying to get my head around component based entities.
> tell us that you will be upgrade the xna framework to [snip]
I don't work on XNA any more, so you're talking to the wrong person about that.
Also I'm not sure why I would want to write about Unity, since I have never used it!
i know that shawn unity was just an example of things
rember for a few years ago we herd some rumors about a professional game platform
can you make that for windows phone happen with out the xbox live stuff
and please custom shaders for windows phone
or better implant all the shader lib from qualcomm website it runs on all 1ghz phones
pehaps that is the best choise for windows phone
Game design please, and if you don't choose that, please give as some recommended resources.
I'll go with the group and say C++ on this one, though more along the lines of "how do I move my C#/xna code-base to C++/DirectX11.1/WinRT with the minimal amount of effort and maximum amount of reach". Though, I guess since you work on the phone team now that's perhaps a little off topic?
Something I've been wondering about for a long time, is understanding the real low level hardware journey of how a texture goes from being in storage to being on screen. XNA does a great job of abstracting this away, but I'd love to understand what is happening.
So I'd love to follow the texture along whatever buses it uses, through the CPU (if it does?) to the GPU and on to the screen. What does the journey look like, where does caching happen, and so on, really getting down to the low level of detail, understanding how the texture data flows along the physical hardware.
I imagine the journey on the Xbox might look very different from the journey on the phone or PC... or would it?