LEGO Island is back! A team of enthusiasts ported its Direct3D Retained Mode engine to desktop and mobile platforms, plus the web.
#LegoIsland #DirectX #Direct3D #RetroGaming
https://isle.pizza/
https://www.youtube.com/watch?v=JUNdWnI5BTk
LEGO Island is back! A team of enthusiasts ported its Direct3D Retained Mode engine to desktop and mobile platforms, plus the web.
#LegoIsland #DirectX #Direct3D #RetroGaming
https://isle.pizza/
https://www.youtube.com/watch?v=JUNdWnI5BTk
DirectStorage 1.3 is now available.
https://devblogs.microsoft.com/directx/directstorage-1-3-is-now-available/
Agility SDK 1.717-preview and 1.616-retail | by Adele Parsons.
https://devblogs.microsoft.com/directx/agility-sdk-1-717-preview-and-1-616-retail/
Went to go remove any #microsoft games from my #Steam wishlist, only to realize I don't have a single one on there. No #activison, no #bethesda, no #blizzard. Turns out I haven't really been microsoft's main target for a while. I don't use #Windows. Never used #Bing. Don't write programs with #DirectX, I use Vulkan and #OpenGL and #SDL. Don't use #OneDrive. Never used #Skype. Don't use an #Xbox #controller on my PC, I use an 8bitdo controller. Don't use #Azure. I am disconnected from them.
I could go as far back as #Windows8, which this machine comes with, but setting up an older environment with the right version of #DotNetFramework, #DirectX, etc., is a challenge.
found buried on a making of messiah bonus disc, available only by mail order from interplay
Microsoft wants to significantly accelerate ray tracing in games with DXR 1.2
In April 2025, DXR 1.2 will be released for developers, standardizing new functions for more speed at two stages in the graphics pipeline.
Microsoft will Raytracing in Spielen mit DXR 1.2 deutlich beschleunigen
Im April 2025 soll DXR 1.2 für Entwickler erscheinen, das an zwei Stufen in der Grafik-Pipeline neue Funktionen für mehr Tempo standardisiert.
AMD Radeon GPU Analyzer (RGA) is our performance analysis tool for #DirectX, #Vulkan, SPIR-V, #OpenGL, & #OpenCL.
As well as updates for AMD RDNA 4, there's enhancements to the ISA view UI, using the same updated UI as RGP
More detail: https://gpuopen.com/learn/rdna-cdna-architecture-disassembly-radeon-gpu-analyzer-2-12/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts
(5/7)
#Free95 is a new #OpenSource #Windows compatible #OperatingSystem available on #GitHub. In its current form, it can run very basic Win32 #GUI and console applications, but its #developer says #DirectX might be added and even game compatibility.
https://www.reddit.com/r/osdev/comments/1j3y9p7/i_built_an_os_to_be_compatible_with_windows/
mfw DirectX doesn't have proper line rendering
no glLineWidth()
no GL_LINES_SMOOTH
just ugly lines
this explains a lot
Microsoft embraces more open standards with DirectX 12 adopting SPIR-V https://www.gamingonlinux.com/2024/09/microsoft-embraces-more-open-standards-with-directx-adopting-spir-v/
DirectX is adopting SPIR-V
https://devblogs.microsoft.com/directx/directx-adopting-spir-v/
Once @microsoft 's Shader Model 7 is released, #DirectX 12 will accept shaders compiled to SPIR-V. Microsoft is working with the Khronos #SPIR and #Vulkan Working Groups to ensure that this transition benefits the whole development ecosystem.
https://devblogs.microsoft.com/directx/directx-adopting-spir-v/
@koko Reminds me that @fuchsiii works on improving #compatibility with what I call #2000s Games that fall in between a compatibility hole left between #DosDox + simple #Wine emulation on one hand and modern #Proton / #DXVK on the other side.
It's basically a lot of games that run #DirectX 7-9.0c and require disc access or rather patching to just run because garbage like #SecuROM and #StarForce was allowed to exist!
Sometimes even cursed stuff with #Win16 installers but #Win32 game executeables.
Looks like I'm going to need to work on my computer or something.
Just published a new #blog post, on writing a 3D Wii #homebrew app as a surprise for a graphics programming presentation (I got to bring a Wii to class hehehe). I'm super happy how it turned out!
https://blog.allpurposem.at/making-a-wii-game-in-2024
Follow on #rss: https://blog.allpurposem.at/feed
Follow on fedi: @mat
Tags for visibility: #homebrew #wii #gamecube #gcn #devkitpro #directx #graphics #gamedev #foss #retrocomputing #cpp
That was mighty fine of them to do that
Microsoft wants to bridge the super resolution gap - Desk Chair Analysts
https://dcanalysts.net/microsoft-wants-to-bridge-the-super-resolution-gap/
Microsoft erklärt: DirectSR ermöglicht DLSS, FSR, XeSS & Co. pauschal in Spielen https://www.computerbase.de/2024-02/microsoft-erklaert-directsr-ermoeglicht-dlss-fsr-xess-und-co-pauschal-in-spielen/ #DirectSR #DirectX
@jfmezei Assembler floating point? Some.
OpenVMS didn’t have any FP in the kernel when last I checked, and the operating system drivers didn’t have FP.
Whole lot of integer, though.
There was more than a little FP code in the distribution kit in user mode, though.
And in the compilers, obviously.
I don’t know off-hand what the graphics drivers were doing with FP, if anything.
There was a fifty-some page design and detail spec created for the Alpha-to-Itanium port, around floating point. Most of the hassles there involved the migration of existing code and data to IEEE floating point, or of using newly-created routines that emulated VAX FP on Itanium. Alpha had both IEEE and VAX FP, so various existing code was not switched. Itanium used IEEE and lacked VAX FP.
Amusingly, it was possible for a faulty floating point accelerator to cause the VAX/VMS kernel to bugcheck in the lock manager though, as occasionally happened with FP780 on VAX-11/780. This bugcheck even though the lock manager had no floating point, it did have integer multiply, and FP780 also accelerated integer multiply. Hence, boom.
Ignoring shaders whether Apple Metal or otherwise, and ignoring OpenCL and other such code, and ignoring other GPU-accelerated processing, and ignoring co-processor boards, all which can do their own thing with their own processing, I/O controllers only deal with the *host* instruction set when the host is executing something from the controller firmware store (think “ROM”), whether that’s native instructions or something else like EFI (UEFI) byte code.
https://developer.apple.com/metal/shader-converter/
https://en.wikipedia.org/wiki/OpenCL
https://uefi.org/specs/UEFI/2.10/22_EFI_Byte_Code_Virtual_Machine.html
See also CUDA, Vulkan, DirectX, etc.
TL;DR: the design of modern computers has shifted substantially from the simplistic scattering-of-boxes conceptual descriptions that were (and still are?) taught in many computing classes. Most (all?) modern computers have numerous different processors and instruction sets, with different data types, with multiple operating systems, etc., all active in parallel.