Re: Dead Rising on Xbox 360: think you could do more zombies?
Jon Watte <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Actually, the high-level form of Xbox pixel and vertex shaders are publicly documented as part of XNA Game Studio. If I had NDA knowledge, I sure wouldn't give it out on his list :-) Sincerely, jw -- Americans might object: there is no way we would sacrifice our living standards for the benefit of people in the rest of the world. Nevertheless, whether we get there willingly or not, we shall soon have lower consumption rates, because our present rates are unsustainable. On Fri, Apr 23, 2010 at 11:09 PM, Richard <[email protected]> wrote: > > In article <[email protected] > >, > Jon Watte <[email protected]> writes: > > > The Xbox is in some ways better than a regular graphics card, because you > > can do instancing using vfetch, and you can send animation keyframes > using > > vfetch. [...] > > I don't have access to any information about the Xbox (never seen an > Xbox Developer Kit, for instance), so I can't comment on that. > However, the changes to the pipeline for Direct3D 11 present some > interesting opportunities for instancing. > > Any comments on that NVidia SDK demo? > -- > "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download > <http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/> > > Legalize Adulthood! <http://legalizeadulthood.wordpress.com> > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com