d7 (@d7samurai) header
d7 (@d7samurai) profile picture

moburai. experiencelab. meta4. intel. rsteroids. lens. superneo. bheader. delta7

Oslo, Norway
Joined April 2009
Photo by d7 (@d7samurai)Photo by d7 (@d7samurai)Photo by d7 (@d7samurai)Photo by d7 (@d7samurai)Photo by d7 (@d7samurai)Photo by d7 (@d7samurai)Photo by d7 (@d7samurai)Photo by d7 (@d7samurai)
Minimal D3D11 sprite renderer NEO: Ultra-compact sprite rendering engine with example frame animation logic. This release contains tech bits from the upcoming SuperNeo™ 2D game engine and includes rotation, anchor/pivot point, color filtering, alpha blending and built-in antialiased point sampling. Complete, runnable single-function app. ~150 LOC. No modern C++, OOP or (other) obscuring cruft. gist.github.com/d7samurai/e5…
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Made some changes to the way I classify installments in the Minimal D3D11 series.. I changed what used to be part 2 and 3 to elaborations 1 and 2, as I see them more as spin-offs and.. elaborations.. than direct descendants. With those gists renamed, I just added a new part 2; an incremental addition to the original that more gently and intuitively introduces instancing: gist.github.com/d7samurai/18…
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Replying to @valigo
I’m going to disagree with you on this one, because seeing the full picture, and beginning by tweaking it, is an extremely good motivator. The best programming learning resources I know of start with a working example. See gist.github.com/d7samurai/26… by @d7samurai.
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I agree! My open source project github.com/alektron/ChunkMin… is effectively just @d7samurai's D3D11 example with some game logic bolted on. It's just that good. Especially if you already come from e.g. an OpenGL background.
I’ve said this before, but I will reiterate: this is *the* best resource to get started on d3d11, and all tutorials can learn from this.
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minimal D3D11 bonus material: MSAA gist.github.com/d7samurai/d7…
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Check out the ARC Starter Kit running in @d7samurai's D3D11 example. ARC ships with ready to use renderer backends which is perfect for when you want to quickly add ARC to a project without writing a renderer and or using it as a solid starting point. ARC also ships with a Starter Kit that contains 3 different sets of useful widgets to get started with like buttons, sliders, checkboxes, textboxes, scrollwidgets, and more.
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tooling is everything™
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minimal D3D11 bonus material: simple 2D rendering. draw triangles to the rendertarget like a regular canvas with absolute pixel coordinate positioning. canonical 1:1 vertex buffer with input layout for instructional clarity. gist.github.com/d7samurai/a8…
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All API tutorials should be written like this.
Minimal D3D11 sprite renderer NEO: Ultra-compact sprite rendering engine with example frame animation logic. This release contains tech bits from the upcoming SuperNeo™ 2D game engine and includes rotation, anchor/pivot point, color filtering, alpha blending and built-in antialiased point sampling. Complete, runnable single-function app. ~150 LOC. No modern C++, OOP or (other) obscuring cruft. gist.github.com/d7samurai/e5…
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I mentioned in a previous tweet how it's so difficult to find a fat-free tutorial on how to get something done with an API without all the scaffoldings imposed through the irrelevant and arbitrary abstraction decisions of the author. Well I'd like to mention an example of the opposite, @d7samurai's gists have been a greatly beneficial resource that I keep finding myself going back to while I implement my Direct3D 11 renderer. I recommend them not only as a learning resource, but as a great example on how tutorials should be like. Providing a bare minimum of what it takes to get something done with an API, plops them all in one main function in a manner no production software would ever be written, but in an easy to read and well ordered manner that highlights the steps and required data structures to achieve the goal intended. The reader then extracts the steps needed and can design their implementation however they might need. gist.github.com/d7samurai
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the "prompt engineers" that proudly post ai images as if they somehow created them and happily take credit for the amazing work should instead start posting their prompts - without the generated image. just so it's clearer to people what their contribution actually is.
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WinUI3 + .NET 6 + C# - DirectD311 minimal sample using DirectN bindings github.com/smourier/DirectN/… (full credits go to @d7samurai - thanks again😛)
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minimal d3d11 sprite renderer: basic sprite rendering reference code with example sprite sheet animation logic. as usual: complete, runnable single-function app. no modern c++ / oop / obscuring cruft gist.github.com/d7samurai/8f…
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re-pin: minimal d3d11 reference / tutorial implementation; a small uncluttered direct3d 11 setup and rendering primer for newcomers to the api. complete, runnable single-function app. no modern c++ / oop / obscuring cruft. gist.github.com/d7samurai/26… youtu.be/XR7zPheek2Q
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minimal d3d11 bonus material: how little code can one get away with to put that rgb triangle on screen using d3d11 (without bending over backwards with trickery)? complete app in ~42 loc gist.github.com/d7samurai/1e…
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minimal d3d11 bonus material: pixel art antialiasing. a minimal direct3d 11 implementation of "antialiased point sampling", useful for smooth fractional movement and non-integer scaling of pixel art aka "fat pixel" aesthetics gist.github.com/d7samurai/9f… youtu.be/29M2UFBrs6M
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#gamedev #indiedev #pixelart after revisiting the subject in the context of a recent d3d11 example implementation, i went back and simplified that original shadertoy (both in terms of tangential clutter and the algorithm itself) shadertoy.com/view/MlB3D3
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