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RAM, VRAM, and More RAM: 64-Bit Gaming Is Here
Top Issues for Windows Titles
Resource Management Best Practices
Graphics APIs in Windows
Games for Windows: Technical Requirements
Game Timing and Multicore Processors
Direct3D 11 Deployment for Game Developers
64-bit programming for Game Developers
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Windows 7 - What Does it Mean to Game Developers (GDC 2009)
The Evolving Windows Gaming Platform (GDC 2008)
Developing Great Games for Windows Vista (GDC 2007)
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Windows and Xbox Best Practices (GDC 2005)
64-bit Gaming Is Here Today: Where Are You? (Gamefest 2008)
Why Your Windows Game Won’t Run in 2,147,352,576 Bytes (Gamefest 2007)
Windows Vista and Casual Games (Gamefest 2007)
Best Practices for Windows Game Development (Meltdown 2005)
Nailing the Fundamentals on Windows XP (Meltdown 2004)
Introduction to Direct3D 10 (SIGGRAPH 2007)
DirectX 11 Technology Update (Gamefest 2010)
Life After Windows XP: Windows Vista and Windows 7 (Gamefest 2010)
Games for Windows: Updates for Windows 7 (Gamefest 2010)
Modern Texture Content Pipelines (Gamefest 2011)
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February, 2010
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February, 2010
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Games for Windows and the DirectX SDK
What's in a version number?
Posted
over 3 years ago
by
Chuck Walbourn - MSFT
0
Comments
There are many version numbers in Windows, and many different ways to obtain and use them. The plethora of ways to get versioning information, and the many different kinds of components involved, has typically resulted in lots of rope for developers to...
Games for Windows and the DirectX SDK
DirectX SDK (February 2010) is live
Posted
over 3 years ago
by
Chuck Walbourn - MSFT
0
Comments
The DirectX SDK (February 2010) release is live on Microsoft downloads . See that page for full release notes. This release contains: Improvements to PIX particularly for Direct3D 11 support a minor update to XNAMath v2.02 including some notable...
Games for Windows and the DirectX SDK
The DDS File Format Lives
Posted
over 3 years ago
by
Chuck Walbourn - MSFT
0
Comments
For anyone doing work with DirectX, you've likely run into texture data being stored as a .DDS file. This format has it roots in the misty dark ages of DirectX history and in fact "DDS" stands for "DirectDraw Surface". The format is largely just a binary...
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