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The time has come for me to move on to another pasture. After 4 years as a graphics developer (and more than 8 as a game developer), I have decided to take the plunge and explore something new and different... Yep, starting Dec 3rd, I will be moving from
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Remember that my Main Blog has moved to www.SebbyLive.com ( FSX: What is the Difference Between the Water 2.X Low/Mid/High/Max Settings? ) The purpose of this post is to address a question that was sent to me in regards to water reflections in general.
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Remember, my complete blog is now at: http://www.SebbyLive.com/ ( http://www.sebbylive.com/post/2007/11/Flight-Simulator-X-AccelerationSP2---Water-DX10-vs-DX9.aspx ) About time hunh? I know, acceleration is already out and I was not even finished with
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Remember, my complete blog is now at: http://www.SebbyLive.com/ ( http://www.sebbylive.com/post/2007/10/FSX-AccelerationSP2---DX9-Bloom-Versus-DX10-HDR.aspx ) Yay! Time for another post about some of the upcoming graphical changes in FSX SP2/Acceleration.
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Remember, my complete blog is now at: http://www.SebbyLive.com/ ( http://www.sebbylive.com/post/2007/11/FSX---SP2-and-DX10-Performance.aspx ) The first point that is worth mentioning here is that SP2 (and therefore Acceleration) do introduce a new slew
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Apparently, saying "could have been implemented on DX9" in my previous post in regards to VC self-shadowing stired all sorts of drama on some of the user forums. Although the statement is accurate, I did not explain in more details WHY this was not done
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Remember, my complete blog is now at: http://www.SebbyLive.com/ One of the DirectX 10 additions to FSX SP2/Acceleration is the use of self shadowing within the aircraft VCs. For the VC, we use shadowmapping, in a similar way that it is used for the external
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The time has come to finally move away from hosting my blog on MSDN. There are a few reasons for this transition but the two main deciding factors were that posting personal posts on a MSDN blog seemed odd (at least to me) and that I already had my own
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I was planning on making the announcement later this week but Amazon.com bet me to it with their "pre-order" email... I am indeed running a little behind with the advertisement since the release is set for Oct 15th. But I will have an official press release
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Popular Meechanics got a sneak peak of Microsoft Research's Surface Computing Technology. This is really cool technology. Not usefull for all applications but I can see a few things for which this would be useful!! :)
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Microsoft reps have told Next-Gen the real reason for the Halo 2 Vista delay: partial nudity--specifically someone's backside in the game's map editor, the Entertainment Software Rating Board added today. http://www.next-gen.biz/index.php?option=com_content&task=view&id=5757&Itemid=2
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Here is a good article on the DX10 parts from NVIDIA and ATI. It is worth reading, especially since we have a DX10 optimized version of FSX in the works! http://www.anandtech.com/video/showdoc.aspx?i=2988
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I've been mentioning for the past few weeks that i've been working on a new "homepage" for myself where I could post more information on some of my projects, especially in regards to projects that didn't directly relate to my book publishing efforts.
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Return to Work First of all, as I've been going through my mailbox, I have recieved several blog related emails that were posted via my blog. Since these emails were sent to my Microsoft email address, I have not been able to read them until this week.
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After the success of ShaderX, the ShaderX2 books, ShaderX3, ShaderX4 (Game developer frontline award) and ShaderX5, we are looking for authors for ShaderX6. The book will cover advanced rendering techniques that run on the DirectX and/or OpenGL run-time
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