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GamePhysics Games Engineering Group 8
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This project forked from julianzhengid/gamephysicstemplate-master
GamePhysics Games Engineering Group 8
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------------------------------------------------------------------------------- --- Visual Studio 2013/15/17 Template Project for C++/DirectX11 Application --- --- Marc Treib, Florian Ferstl, Sept 2013 ------------------------------------- --- Updated: Florian Ferstl, Sept 2014 ---------------------------------------- --- Updated: Mina Saad Aziz, May 2016 ----------------------------------------- --- Updated: Mengyu Chu, Nov 2017 ------------------------------------------ --- Updated: You Xie, Nov 2019 --------------------------------------------- ------------------------------------------------------------------------------- This solution contains the following components: - AntTweakBar 1.16 "AntTweakBar is a small and easy-to-use C/C++ library that allows program- mers to quickly add a light and intuitive graphical user interface into graphic applications based on OpenGL (compatibility and core profiles), DirectX 9, DirectX 10 or DirectX 11 to interactively tweak parameters on-screen." Homepage: http://anttweakbar.sourceforge.net/ - DirectX Tool Kit, version "September 22, 2017" (the 'MakeSpriteFont' project is part of the DirectXTK) "The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing Direct3D 11 code in C++." Homepage: https://github.com/Microsoft/DirectXTK - DXUT, version "March 10, 2017 (11.15)" "DXUT is a "GLUT"-like framework for Direct3D 11.x Win32 desktop applications; primarily samples, demos, and prototypes." Homepage: https://github.com/Microsoft/DXUT - Effects 11 (FX11), version "March 10, 2017 (11.19)" Homepage: https://github.com/Microsoft/FX11 - Main Project, Simulations: > "main.cpp": Structured like a typical DXUT-based application. It contains example code that correctly integrates and demonstrates how to use AntTweakBar (for a simple GUI) and DirectXTK (for simple, "fixed-function" rendering of common primitives). > "effect.fx": Starting point for custom shaders, already loaded in main.cpp. If you don't need custom shaders, you can safely ignore or even delete it (and any code related to "g_pEffect" in main.cpp) Further Note: - DirectXMath (all functions/types starting with XM*): DirectXTK and the new DXUT are both based on the new DirectXMath API for linear algebra that comes with the Windows 8.* SDKs (replacing the old D3DXMath). You can use it for all of your linear algebra tasks. Documentation: https://msdn.microsoft.com/en-us/library/windows/desktop/hh437833(v=vs.85).aspx
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