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Articles are sorted by date of first publication. Newer ones
are at the top.
Large-Scale Physical C++ Design (Presentation;
Oct 27, 2003)
The HTML presentation for a talk I gave at my company on physical
software design. An introduction to physical design for improving
software quality, achieving maintainability, and facilitating code reuse.
(To be viewed full-screen with large fonts.)
GNU Automake By Example (June 1, 2005)
This article presents several simple Automake/Autoconf-based projects.
No lengthy explanations--instead, I present a few examples that illustrate
how to add Doxygen support, how to work with multiple subdirectories, how to use Libtool libraries,
how to use KDevelop with Automake-based projects, etc.
Building SWIG Python Extensions on GNU/Linux
(May 27, 2005)
In the article "Python Extensions In C++
Using SWIG", I describe how to extend Python with C++ code. That article also
contains instructions for building SWIG extension DLLs on Windows. This article
contains instructions for using GNU Automake and Autoconf to build SWIG extensions
as shared objects on GNU/Linux.
Introduction To New-Style Classes In Python
(May 8, 2005)
An introduction to new-style classes in Python. Covers descriptors in general as well as
the predefined descriptors property, staticmethod,
and classmethod. Presents __slots__, __new__, and
super(). Contains examples of using these
language features as well as links to other papers.
Python Extensions In C++ Using SWIG
(Oct 8, 2003)
This article describes how you can combine the strengths of C++ and Python
by writing Python extension modules for your existing C++ libraries.
For this, we are going to use SWIG, a tool that greatly simplifies
the task of wrapping C++ code.
Triangulating and Extruding Arbitrary Polygons
(May 7, 2001)
This is a tutorial on polygon triangulation and extrusion. The article discusses how you can use OpenGL services to produce a 3D text mesh for use in a Direct3D 8 application. There's
also some interesting information about calculating vertex normals for producing smooth edges.
Taking Screenshots with
Direct3D 8 (Feb 24, 2001)
This article walks you through the code of a Screenshot function which you can use in your Direct3D 8 applications to store a rendered scene to a Windows bitmap file.
Building a Particle Engine -
Season I (Aug 16, 2000)
This tutorial will show you how you can spice up your game by
using particle engines for special effects. It covers everything
from Direct3D-specifics to engine architecture, and comes with
readily usable source code.
Getting Started with "Lock"
(Jul 15, 2000)
This article explains how to access the DirectDraw frame buffer directly,
using IDirectDrawSurface::Lock, lpSurface, lPitch, DDPIXELFORMAT, etc. As a demo,
we are going to write a fast animated flag
effect (compilable source code included).
Fast Bitmap Fonts for
DirectDraw - Converting from TrueType Fonts (Jun
20, 2000)
This tutorial presents a method to render fonts faster than the
GDI. The complete source code of the font engine is included, as
well as a utility to convert any TrueType font to the proprietary
DirectDraw font file format.
Using the GDI to Take
DirectDraw Screenshots (Jun 2, 2000)
This tutorial explains how you can save the contents of DiectDraw
surfaces to standard bitmap files. The article contains the
complete source code of a one-call Screenshot function which
supports all possible pixel formats.
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Note: The DirectX Borland LIBs have moved to the
Projects page.
Compiling the DirectX 8 SDK
Samples with C++Builder (Nov 21, 2000)
Last update:
June 8, 2001
This article is a work in progress about making the
DirectX 8 SDK Samples compile with C++Builder. Click the link
above to read the current version of the article.
Using DirectX with
C++Builder (Aug 17, 2000)
This article covers everything you need to know to successfully
use DirectX with C++Builder–with or without the VCL. A
complete C++Builder Project is included.
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