code4k.blogspot.com
code4k: Going Native 2.0, The future of WinRT
http://code4k.blogspot.com/2012/08/going-native-20-future-of-winrt.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Wednesday, August 8, 2012. Going Native 2.0, The future of WinRT. To tell you the truth, I want .NET to die and this post is about why and for what. Let’s just begin by revisiting recent history of managed development that will highlight current challenges. Remember the Java slogan? That they were considering to get rid off all native types and make everything an object, what a terrible direction! Managed types, like Array access are ...
code4k.blogspot.com
code4k: September 2014
http://code4k.blogspot.com/2014_09_01_archive.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Sunday, September 14, 2014. Why Windows UI Matters: Part 2. This post comes into 2 parts:. Colors and Tiles (this one). Following my first post about Typography in Windows 8. I would like in this post to talk more about colors and the tile concept in Windows Phone and Windows 8.x. If you create a new account on your Windows 8.x, you will get the following start screen (on a 27). First remark, it looks empty. Xoofx - Alexandre MUTEL.
code4k.blogspot.com
code4k: Packages vNext: Power-up our .NET Builds
http://code4k.blogspot.com/2014/08/packages-vnext-power-up-our-net-builds.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Thursday, August 14, 2014. Packages vNext: Power-up our .NET Builds. In the sequel of my previous post " Managing multiple platforms in Visual Studio. Having done lots of cross-platform development in .NET in the recent years both at work or for SharpDX. What is a platform? Hey, looks like Wikipedia definition. OS), and runtime libraries. So this could be:. Targeting other specific HW. Through an existing API (the runtime libraries.
code4k.blogspot.com
code4k: Managing multiple platforms in Visual Studio
http://code4k.blogspot.com/2014/05/managing-multiple-platforms-in-visual.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Sunday, May 25, 2014. Managing multiple platforms in Visual Studio. Who has not struggled to correctly manage multiple platform configurations in Visual Studio without ending to edit a solution file or tweak some msbuild files by hand? Recently, I decided to cleanup the antique. If they want to improve our developers experience. There are a couple of things to understand on how VisualStudio and msbuild are working with solution files ...
code4k.blogspot.com
code4k: Advanced HLSL II: Shader compound parameters
http://code4k.blogspot.com/2013/04/advanced-hlsl-ii-shader-compound.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Saturday, April 20, 2013. Advanced HLSL II: Shader compound parameters. A very short post in the sequel of my previous post " Advanced HLSL using closures and function pointers. There is again a little neat trick by using the "class" keyword in HLSL: It is possible to use a class to regroup a set of parameters (shader resources as well as constant buffers) and their associate methods, into what is called a compound parameter. Either b...
code4k.blogspot.com
code4k: Benchmarking C#/.Net Direct3D 11 APIs vs native C++
http://code4k.blogspot.com/2011/03/benchmarking-cnet-direct3d-11-apis-vs.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Tuesday, March 15, 2011. Benchmarking C#/.Net Direct3D 11 APIs vs native C. Remove XNA comparison, as it is not fair and relevant]. Why this benchmark is important? Well, if you intend like me to build some serious 3D games with a C# managed API (don't troll me on this! As you are going to see, results are pretty interesting for someone that is concerned by performance and writing C# games (or even efficient tools for a 3D Middleware).
code4k.blogspot.com
code4k: SharpDX, a new managed .Net DirectX API available
http://code4k.blogspot.com/2010/11/sharpdx-new-managed-directx-api.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Thursday, November 18, 2010. SharpDX, a new managed .Net DirectX API available. If you have followed my previous work on a new .NET API for Direct3D 11. Now, you may wonder why I'm releasing this new API under a separate project from SlimDX? Although you will see that the code is also currently exactly the same on the v2 branch of SlimDX (of course, because until yesterday, I was working on the SlimDX v2 branch). You can grab those sa...
codeplex.com
CodePlex - alexandre_mutel
http://www.codeplex.com/site/users/view/alexandre_mutel
Project Hosting for Open Source Software. Member Since June 9, 2008. Last Visit April 6, 2016. NETAsm, a JIT Native Code Injection Library. AsmHighlighter - x86 ASM Syntax Highlighting AddIn for Visual Studio. NKnobMan - Tools & Plugin .Net framework for KnobMan. NRenoiseTools - a Renoise Xrns/Xrni Library and Tools. NShader - HLSL - GLSL - CG - Shader Syntax Highlighter AddIn for Visual Studio. Coding blog: http:/ code4k.blogspot.com. No activity in the last 60 days. YamlSerializer for .NET.
codeplex.com
CodePlex - spazzarama
http://www.codeplex.com/site/users/view/spazzarama
Project Hosting for Open Source Software. Member Since February 2, 2012. Last Visit August 12, 2016. EasyHook - The reinvention of Windows API Hooking. SharpDisasm - a C# x86/x86-64 disassembler. July 25, 2016 - C# SharedMemory:. Edited wiki: Documentation. July 25, 2016 - C# SharedMemory:. Edited wiki: Home. July 25, 2016 - C# SharedMemory:. Edited release: SharedMemory 2.0.15. July 25, 2016 - C# SharedMemory:. Created release: SharedMemory 2.0.15. July 25, 2016 - C# SharedMemory:.
code4k.blogspot.com
code4k: Implementing an unmanaged C++ interface callback in C#/.Net
http://code4k.blogspot.com/2010/10/implementing-unmanaged-c-interface.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Tuesday, October 26, 2010. Implementing an unmanaged C interface callback in C#/.Net. Ever wanted to implement a C interface callback in a managed C# application? But you won't find anything like. You may wonder why do I need such a thing? In my previous post about implementing a new DirectX fully managed API. Easier and trivial to directly implement them in C# instead. So I'm going to take the example of ID3DInclude, and how It has b...