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Capturing callbacks in a C Lambda. Mon 19 November 2012. Due to WinRT file access being completely asynchronous and requiring PPL, I've found myself writing a lot of continuation passing style code in C lately. Most of my current loader code involves passing a function that handles the results of the previous function, and these can go quite deep. When writing this kind of code, C lambdas are great, since you can define what you want to do with the result quite flexibly. Shadow Mapping, SlimDX, DX11.

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eyBlog | eymike.com Reviews
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Capturing callbacks in a C Lambda. Mon 19 November 2012. Due to WinRT file access being completely asynchronous and requiring PPL, I've found myself writing a lot of continuation passing style code in C lately. Most of my current loader code involves passing a function that handles the results of the previous function, and these can go quite deep. When writing this kind of code, C lambdas are great, since you can define what you want to do with the result quite flexibly. Shadow Mapping, SlimDX, DX11.
<META>
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1 eyblog
2 misc
3 by eymike
4 in misc
5 other articles
6 painterly shelf life
7 delayed update
8 gallery link= file
9 the next
10 shelf life is done
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eyBlog | eymike.com Reviews

https://eymike.com

Capturing callbacks in a C Lambda. Mon 19 November 2012. Due to WinRT file access being completely asynchronous and requiring PPL, I've found myself writing a lot of continuation passing style code in C lately. Most of my current loader code involves passing a function that handles the results of the previous function, and these can go quite deep. When writing this kind of code, C lambdas are great, since you can define what you want to do with the result quite flexibly. Shadow Mapping, SlimDX, DX11.

INTERNAL PAGES

eymike.com eymike.com
1

Delayed Update

http://www.eymike.com/delayed-update.html

Wed 13 January 2010. Over Thanksgiving Break, I started getting good painterly results under 'controlled' situations. Spheres and other simple structures with very regular geometry work very well. You can see the indentations from the bump map show up as brush strokes on the final image, which is awesome. Proudly powered by Pelican. Which takes great advantage of Python. The theme is by Smashing Magazine.

2

Shadow Mapping, SlimDX, DX11

http://www.eymike.com/shadow-mapping-slimdx-dx11.html

Shadow Mapping, SlimDX, DX11. Sat 13 August 2011. The loss of my desktops SSD recently 'inspired' me to finally examine a simple graphical technique I'd previously never implemented: depth map shadows. I'd always read about the technique, and on the surface, it's rather simple, but I'd never implemented it myself to really grok it. And since I was restricted to my laptop for a while and in a graphics mood, I had at it. And what's a graphics post without a demo video? Proudly powered by Pelican.

3

Game State Management and Loading

http://www.eymike.com/game-state-management-and-loading.html

Game State Management and Loading. Sun 19 September 2010. In my projects, I've been using various Game State Management schemes generally derived from the pretty good XNA Game State Management Sample. The issues of XNA's GraphicsDevice being thread safe need to be addressed, but that's a different post. Proudly powered by Pelican. Which takes great advantage of Python. The theme is by Smashing Magazine.

4

About

http://www.eymike.com/pages/about.html

EyMike is a developer interested in game engines and real-time graphics, particularily non-realistic graphics. By day, he works as an SDE at Microsoft in Redmond. Any opinions expressed here are his and not his employers. Contact him at eymike [AT] gmail [DOT] com. Proudly powered by Pelican. Which takes great advantage of Python. The theme is by Smashing Magazine.

5

Shelf-Life is Mechanically Complete

http://www.eymike.com/shelf-life-is-mechanically-complete.html

Shelf-Life is Mechanically Complete. Fri 06 November 2009. Yesterday, my 3D Graphics Programming project reached a major milestone: We're mechanically complete. This means that every mechanic we feel is absolutely necessary to the game is in place. They need to have their parameters tweaked and their behaviors balanced, but all logic is in place and all behavior works. Proudly powered by Pelican. Which takes great advantage of Python. The theme is by Smashing Magazine.

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LINKS TO THIS WEBSITE

revengeoftheduzzles.com revengeoftheduzzles.com

Revenge of the Duzzles

http://www.revengeoftheduzzles.com/creators.html

The Girls and Ey. The Girls and Ey" originates from the fact that the game was made by the only three girls (Heather Arbiter, Sela Davis and Kelley Piering) in the class and the masters program at the Rochester Institute of Technology and Mike Ey. Mike's last name is actually pronounced like "eye", making the name a clever pun. Website designed and developed by Kelley Piering. Valid XHTML Strict and CSS.

imaginaryradius.com imaginaryradius.com

Imaginary Radius

http://www.imaginaryradius.com/blog

Joe’s Research Topic. Sat 15 May 2010. Posted by Percipient24 under Art. This is what it takes to debug a networked game sometimes…. Wed 12 May 2010. Posted by eymike under Game Development. The Boss assembles his Fleet. Fri 16 Apr 2010. Posted by eymike under Game Development. We’re starting to get the game elements put together. Here the boss assembles each of his unit types, meaning we have geometry loaded. Thu 1 Apr 2010. Posted by Percipient24 under Art. Wed 17 Mar 2010. Before you can run, though, ...

github.com github.com

eymike (Michael Ey) · GitHub

https://github.com/eymike

Feb 15, 2011. A half-edge mesh library. A copy of UnitTest , with VS2012 project files and suitable for use as a submodule in other projects. A copy of the GLM math library, suitable for including as a submodule in a VS project. Original at http:/ glm.g-truc.net/. Official Open Asset Import Library Repository. Loads more than thirty 3D file formats into one unified and clean data structure. Cinder is a community-developed, free and open source library for professional-quality creative coding in C .

duzzlesrevenge.com duzzlesrevenge.com

Revenge of the Duzzles

http://www.duzzlesrevenge.com/creators.html

The Girls and Ey. The Girls and Ey" originates from the fact that the game was made by the only three girls (Heather Arbiter, Sela Davis and Kelley Piering) in the class and the masters program at the Rochester Institute of Technology and Mike Ey. Mike's last name is actually pronounced like "eye", making the name a clever pun. Website designed and developed by Kelley Piering. Valid XHTML Strict and CSS.

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Capturing callbacks in a C Lambda. Mon 19 November 2012. Due to WinRT file access being completely asynchronous and requiring PPL, I've found myself writing a lot of continuation passing style code in C lately. Most of my current loader code involves passing a function that handles the results of the previous function, and these can go quite deep. When writing this kind of code, C lambdas are great, since you can define what you want to do with the result quite flexibly. Shadow Mapping, SlimDX, DX11.

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