d7samurai (@d7samurai) 's Twitter Profile
d7samurai

@d7samurai

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

ID: 30685181

linkhttps://gist.github.com/d7samurai calendar_today12-04-2009 17:31:20

88 Tweet

568 Followers

640 Following

Сλава (@justslavic) 's Twitter Profile Photo

Thanks to this amazing example, I easily found why I broke everything when tried to use depthstencil buffer. I especially love that there's no stupid OOP cruft in it, so I can read and learn what's going on.

d7samurai (@d7samurai) 's Twitter Profile Photo

#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

#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
d7samurai (@d7samurai) 's Twitter Profile Photo

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/8f91…

Simon Mourier (@smourier) 's Twitter Profile Photo

WinUI3 + .NET 6 + C# - DirectD311 minimal sample using DirectN bindings github.com/smourier/Direc… (full credits go to d7samurai - thanks again😛)

d7samurai (@d7samurai) 's Twitter Profile Photo

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.

Wassim Alhajomar (@wassimulator) 's Twitter Profile Photo

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

d7samurai (@d7samurai) 's Twitter Profile Photo

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/a8dc…

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/a8dc…
Taha Torabpour (@tahatorabpour) 's Twitter Profile Photo

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

Alex (@alektron1) 's Twitter Profile Photo

I agree! My open source project github.com/alektron/Chunk… 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.