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Beginning Direct3D |
In this tutorial I'm going to help you to begin learning Direct3D and create a Direct3D compatible window.
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Vertex Processing |
In this tutorial I will demonstrate how to do Vertex Processing in Direct3d this will include displaying and rotating the vertexes as well as translation (not coded in this tutorial but I'll explain how in the appropriate section).
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Using Textures |
Textures are one of the most exciting parts of computer graphics that add a great deal of realism to your scenes. In this tutorial we are going to learn how to use textures in Direct3D.
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Loading DirectX Meshes |
In this tutorial I will demonstrate how to do DirectX Mesh loading from Microsofts .x format in Direct3d this will include displaying and rotating the mesh.
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Beginning Direct3D 10 |
| Direct3D 10 came with a lot of promises; it has come to bring the visual level of games and real-time applications to the next level. Dramatic increase of quality and performance of recent graphics hardware has caused new needs and necessities and Direct3D 10 is going to answer to those, and install a flexible platform for further improvements and new features.
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How to code like professionals? Part 1. Singleton |
Let's see what makes a professional programmer different from a beginner? Beginners start with a trial and error method to solve a problem, and most often the solution is far from perfect and it takes them to the later problems. In the same situation, a professional doesn't try to invent a new solution, but instead he tries to match the situation with an already existing pattern.
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How to code like professionals? Part 2: Abstract Factory |
In the first article of this series we talked about one of the basic Design Patterns called "Singleton" which can be used to solve a lot of problems effectively. Here we are going to talk about another popular Design Pattern called "Abstract Factory".
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How to code like professionals? Part 3: Pluggable Factory |
I was supposed to write an article about "Builder" Design Pattern, but a friend suggests me to write about "Pluggable Factory". After all, I thought that it would be a better idea too! So here you can read about one of the greatest Design Patterns called "Pluggable Factory".
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Joystick |
| A joystick is a personal computer peripheral or general control device consisting of a handheld stick that pivots about one end and transmits its angle in two or three dimensions to a computer.
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Beginning OpenGL |
| Welcome to our new series of tutorials about OpenGL, the greatest API for real-time rendering. While reading this series of tutorials you also learn more about Programming There are a lot of other tutorials about OpenGL around the net but you find this series a lot different. I tried to make these tutorials easy to follow and very practical.
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OpenGL Primitives |
| Here we are actually going to start using OpenGL and draw some shapes. OpenGL can draw a few primitives like points, lines, triangles and polygons. Primitives are the only visible things on a scene and you should draw everything using them. We start drawing some simple shapes in this tutorial.
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Viewing And Transformations |
Transformations are a very important part of Computer Graphics. If you understand it well, you can use it to create a lot of eye candy effects that later we talk about (like shadowing, billboards and...) how ever simplest use of transformations are in positioning and rotating the objects and the camera.
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Turn the lights on! |
| In the real world you can't see anything if there is no light. In fact whatever you see is the illumination and reflection of lights. In this tutorial I'm going to talk about OpenGL lighting system.
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Using Textures |
| In this tutorial we are going to learn how to use textures and how to map them on our objects in OpenGL.
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Particle Systems |
| Particle systems are one of the most amazing parts of games. All the effects like rain, fire, smoke, and etc, can be created using particle systems. Creating a realistic particle system may be difficult but main idea is very simple. In this tutorial we are going to create a simple particle system and use it to simulate a smoke effect.
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Blending |
| Here I'll show you how to load a Bitmap file with an alpha mask, and blend it on the background.
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Bitmap Fonts |
| You always need to print some thing on the screen (some debugging information or...) and you want to know how? there are a lot of techniques but here I show you one of the simplest methods called 'Bitmap Fonts'.
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Environment Mapping |
| Instead of specifying texture coordinates, you can let OpenGL to generate it for you. You can create a lot of exciting effects using this technique, here we show you how to use the automatic texture generation to simulate a reflection.
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Stencil Shadows |
| Here we talk about one of the simplest techniques to create dynamic shadows using OpenGL.
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Motion Blur |
| In this tutorial we are going to implement a simple motion blur effect with accumulation buffer presented by ATI.
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Beginning Win32 SDK Programming |
In this article you will be introduced to the rudiments of Win32 SDK programming and you will create your first Win32 application.
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Creating A Window |
In this part you will learn to create a complete Win32 application.
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Basic User Interface |
In this tutorial we start using some Windows controls like label, edit box and button.
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