<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>DirectX 11 Framework for Experimentation</title><link>http://dx11experiments.codeplex.com/project/feeds/rss</link><description>Basic Framework for DirectX 11 &amp;#40;without DXUT&amp;#41; containing basic stuffs like Text Rendering, Quad Render, Model Loading, basic Skinning animation, Shader framework &amp;#40;substitute for the effect API&amp;#41; and lots of random stuffs &amp;#33;&amp;#33;&amp;#33;</description><item><title>Updated Wiki: Home</title><link>http://dx11experiments.codeplex.com/wikipage?version=11</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Basic Framework for DirectX 11 &amp;#40;without DXUT&amp;#41; containing basic stuffs like Text Rendering, Quad Render, Model Loading, basic Skinning animation, Shader framework &amp;#40;substitute for the effect API&amp;#41; and lots of random stuffs &amp;#33;&amp;#33;&amp;#33;&lt;br /&gt;
&lt;h1&gt;Purpose&lt;/h1&gt;
Just Learning, Experimenting and Sharing !!!&lt;br /&gt;Some examples i want it to be fast, some i want to be beautiful and some i just want to work &lt;br /&gt;
&lt;h1&gt;Features&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Model Loader (Supports almost all commons Models used in games, except .fbx)&lt;/li&gt;
&lt;li&gt;Basic Skinning ( does not have Blending and smooth transition between animations YET )&lt;/li&gt;
&lt;li&gt;Supports all the node hierarchy used in 3D Modeling software (ataching a not animated gun to a bone is very simple) &lt;/li&gt;
&lt;li&gt;Text Rendering API (Using GDI to build the font and Instanceddraw to draw the words)&lt;/li&gt;
&lt;li&gt;Sprite Rendering&lt;/li&gt;
&lt;li&gt;Integrated Physx (Objects, Triggers ....)&lt;/li&gt;
&lt;li&gt;Lots of data structures to make the life easier (Manage Render States, Render Targets ...)&lt;/li&gt;
&lt;li&gt;Uses XNAMath (nothing to do with xna, just a dummy name) instead of D3DXMath&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Random Features &lt;/h1&gt;
&lt;ul&gt;&lt;li&gt; Tessellation using Geometry Shader (Phong Tesselation), The tessellation process runs once and the result is streamed out to a buffer that is used for drawing.&lt;/li&gt;
&lt;li&gt; Skeleton of a particle system using Geometry Shader &lt;/li&gt;
&lt;li&gt; Very Simple HeightMap&lt;/li&gt;
&lt;li&gt; BMP loader (just 24 bits, not compressed).&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Future&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Finish the Particle System&lt;/li&gt;
&lt;li&gt;Add Blending and Smooth transition to the animation&lt;/li&gt;
&lt;li&gt;Implement Massive Bilboards using instancing&lt;/li&gt;
&lt;li&gt;Implement Displacement mapping using the Tessellator unit&lt;/li&gt;
&lt;li&gt;Everytime i found something cool i will try to implement !!!&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Dependencies&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;C++ Boost Library http://www.boost.org/ (there is an installer that make life easier, only the basic of the lib is used, dont need to download everything)&lt;/li&gt;
&lt;li&gt;Assimp  http://assimp.sourceforge.net/&lt;/li&gt;
&lt;li&gt;NVIDIA Physx http://www.nvidia.com.br/object/physx&lt;i&gt;new&lt;/i&gt;br.html &lt;/li&gt;
&lt;li&gt;ModelXML  http://modelxml.codeplex.com/ (Included in the project)&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;CHECK THE CODE IN THE MERCURIAL REPO, SOURCE CODE SECTION&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;EVERYONE THAT WANTS TO DO SOMETHING WITH DIRECTX 11 MUST JOIN THE PROJECT !!!!!!!! ;) &lt;br /&gt;
&lt;h2&gt;Others Projects From this author:&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;Software Raytracing http://sourceforge.net/projects/learnraytracing/&lt;/li&gt;
&lt;li&gt;Software Render http://softrender.codeplex.com/&lt;/li&gt;
&lt;li&gt;Model Importer Exporter - ModelXML http://modelxml.codeplex.com/&lt;/li&gt;
&lt;li&gt;Ploobs Game Engine - http://ploobsengine.codeplex.com/&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>tpastor</author><pubDate>Wed, 16 Nov 2011 20:04:22 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20111116080422P</guid></item><item><title>New Comment on "Documentation"</title><link>http://dx11experiments.codeplex.com/documentation?&amp;ANCHOR#C19699</link><description>fix the scene loader with collision http&amp;#58;&amp;#47;&amp;#47;forums.developer.nvidia.com&amp;#47;index.php&amp;#63;q&amp;#61;forums&amp;#47;index.php&amp;#38;showtopic&amp;#61;5979</description><author>tpastor</author><pubDate>Thu, 19 May 2011 17:17:21 GMT</pubDate><guid isPermaLink="false">New Comment on "Documentation" 20110519051721P</guid></item><item><title>Updated Wiki: Home</title><link>http://dx11experiments.codeplex.com/wikipage?version=10</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Basic Framework for DirectX 11 &amp;#40;without DXUT&amp;#41; containing basic stuffs like Text Rendering, Quad Render, Model Loading, basic Skinning animation, Shader framework &amp;#40;substitute for the effect API&amp;#41; and lots of random stuffs &amp;#33;&amp;#33;&amp;#33;&lt;br /&gt;
&lt;h1&gt;Purpose&lt;/h1&gt;
Just Learning, Experimenting and Sharing !!!&lt;br /&gt;Some examples i want it to be fast, some i want to be beautiful and some i just want to work &lt;br /&gt;
&lt;h1&gt;Features&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Model Loader (Supports almost all commons Models used in games, except .fbx)&lt;/li&gt;
&lt;li&gt;Basic Skinning ( does not have Blending and smooth transition between animations YET )&lt;/li&gt;
&lt;li&gt;Supports all the node hierarchy used in 3D Modeling software (ataching a not animated gun to a bone is very simple) &lt;/li&gt;
&lt;li&gt;Text Rendering API (Using GDI to build the font and Instanceddraw to draw the words)&lt;/li&gt;
&lt;li&gt;Sprite Rendering&lt;/li&gt;
&lt;li&gt;Integrated Physx (Objects, Triggers ....)&lt;/li&gt;
&lt;li&gt;Lots of data structures to make the life easier (Manage Render States, Render Targets ...)&lt;/li&gt;
&lt;li&gt;Uses XNAMath (nothing to do with xna, just a dummy name) instead of D3DXMath&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Random Features &lt;/h1&gt;
&lt;ul&gt;&lt;li&gt; Tessellation using Geometry Shader (Phong Tesselation), The tessellation process runs once and the result is streamed out to a buffer that is used for drawing.&lt;/li&gt;
&lt;li&gt; Skeleton of a particle system using Geometry Shader &lt;/li&gt;
&lt;li&gt; Very Simple HeightMap&lt;/li&gt;
&lt;li&gt; BMP loader (just 24 bits, not compressed).&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Future&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Finish the Particle System&lt;/li&gt;
&lt;li&gt;Add Blending and Smooth transition to the animation&lt;/li&gt;
&lt;li&gt;Implement Massive Bilboards using instancing&lt;/li&gt;
&lt;li&gt;Implement Displacement mapping using the Tessellator unit&lt;/li&gt;
&lt;li&gt;Everytime i found something cool i will try to implement !!!&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Dependencies&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;C++ Boost Library http://www.boost.org/ (there is an installer that make life easier, only the basic of the lib is used, dont need to download everything)&lt;/li&gt;
&lt;li&gt;Assimp  http://assimp.sourceforge.net/&lt;/li&gt;
&lt;li&gt;NVIDIA Physx http://www.nvidia.com.br/object/physx&lt;i&gt;new&lt;/i&gt;br.html &lt;/li&gt;
&lt;li&gt;ModelXML  http://modelxml.codeplex.com/ (Included in the project)&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;CHECK THE CODE IN THE MERCURIAL REPO, SORCE CODE SECTION&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;EVERYONE THAT WANTS TO DO SOMETHING WITH DIRECTX 11 MUST JOIN THE PROJECT !!!!!!!! ;) &lt;br /&gt;
&lt;h2&gt;Others Projects From this author:&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;Software Raytracing http://sourceforge.net/projects/learnraytracing/&lt;/li&gt;
&lt;li&gt;Software Render http://softrender.codeplex.com/&lt;/li&gt;
&lt;li&gt;Model Importer Exporter - ModelXML http://modelxml.codeplex.com/&lt;/li&gt;
&lt;li&gt;Ploobs Game Engine - http://ploobsengine.codeplex.com/&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>tpastor</author><pubDate>Fri, 18 Mar 2011 20:52:17 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20110318085217P</guid></item><item><title>Updated Wiki: Home</title><link>http://dx11experiments.codeplex.com/wikipage?version=9</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Basic Framework for DirectX 11 &amp;#40;without DXUT&amp;#41; containing basic stuffs like Text Rendering, Quad Render, Model Loading, basic Skinning animation, Shader framework &amp;#40;substitute for the effect API&amp;#41; and lots of random stuffs &amp;#33;&amp;#33;&amp;#33;&lt;br /&gt;
&lt;h1&gt;Purpose&lt;/h1&gt;
Just Learning, Experimenting and Sharing !!!&lt;br /&gt;Some examples i want it to be fast, some i want to be beautiful and some i just want to work &lt;br /&gt;
&lt;h1&gt;Features&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Model Loader (Supports almost all commons Models used in games, except .fbx)&lt;/li&gt;
&lt;li&gt;Basic Skinning ( does not have Blending and smooth transition between animations YET )&lt;/li&gt;
&lt;li&gt;Supports all the node hierarchy used in 3D Modeling software (ataching a not animated gun to a bone is very simple) &lt;/li&gt;
&lt;li&gt;Text Rendering API (Using GDI to build the font and Instanceddraw to draw the words)&lt;/li&gt;
&lt;li&gt;Sprite Rendering&lt;/li&gt;
&lt;li&gt;Integrated Physx (Objects, Triggers ....)&lt;/li&gt;
&lt;li&gt;Lots of data structures to make the life easier (Manage Render States, Render Targets ...)&lt;/li&gt;
&lt;li&gt;Uses XNAMath (nothing to do with xna, just a dummy name) instead of D3DXMath&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Random Features &lt;/h1&gt;
&lt;ul&gt;&lt;li&gt; Tessellation using Geometry Shader (Phong Tesselation), The tessellation process runs once and the result is streamed out to a buffer that is used for drawing.&lt;/li&gt;
&lt;li&gt; Skeleton of a particle system using Geometry Shader &lt;/li&gt;
&lt;li&gt; Very Simple HeightMap&lt;/li&gt;
&lt;li&gt; BMP loader (just 24 bits, not compressed).&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Future&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Finish the Particle System&lt;/li&gt;
&lt;li&gt;Add Blending and Smooth transition to the animation&lt;/li&gt;
&lt;li&gt;Implement Massive Bilboards using instancing&lt;/li&gt;
&lt;li&gt;Implement Displacement mapping using the Tessellator unit&lt;/li&gt;
&lt;li&gt;Everytime i found something cool i will try to implement !!!&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Dependencies&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;C++ Boost Library http://www.boost.org/ (there is an installer that make life easier, only the basic of the lib is used, dont need to download everything)&lt;/li&gt;
&lt;li&gt;Assimp  http://assimp.sourceforge.net/&lt;/li&gt;
&lt;li&gt;NVIDIA Physx http://www.nvidia.com.br/object/physx&lt;i&gt;new&lt;/i&gt;br.html &lt;/li&gt;
&lt;li&gt;ModelXML  http://modelxml.codeplex.com/ (Included in the project)&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;CHECK THE CODE IN THE MERCURIAL REPO, SORCE CODE SECTION&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;EVERYONE THAT WANTS TO DO SOMETHING WITH DIRECTX 11 MUST JOIN THE PROJECT !!!!!!!! ;) &lt;br /&gt;
&lt;h1&gt;Others Projects From this author:&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Software Raytracing http://sourceforge.net/projects/learnraytracing/&lt;/li&gt;
&lt;li&gt;Software Render http://softrender.codeplex.com/&lt;/li&gt;
&lt;li&gt;Model Importer Exporter - ModelXML http://modelxml.codeplex.com/&lt;/li&gt;
&lt;li&gt;Ploobs Game Engine - http://ploobsengine.codeplex.com/&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>tpastor</author><pubDate>Fri, 18 Mar 2011 20:51:47 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20110318085147P</guid></item><item><title>Updated Wiki: Home</title><link>http://dx11experiments.codeplex.com/wikipage?version=8</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Basic Framework for DirectX 11 &amp;#40;without DXUT&amp;#41; containing basic stuffs like Text Rendering, Quad Render, Model Loading, basic Skinning animation, Shader framework &amp;#40;substitute for the effect API&amp;#41; and lots of random stuffs &amp;#33;&amp;#33;&amp;#33;&lt;br /&gt;
&lt;h1&gt;Purpose&lt;/h1&gt;
Just Learning, Experimenting and Sharing !!!&lt;br /&gt;Some examples i want it to be fast, some i want to be beautiful and some i just want to work &lt;br /&gt;
&lt;h1&gt;Features&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Model Loader (Supports almost all commons Models used in games, except .fbx)&lt;/li&gt;
&lt;li&gt;Basic Skinning ( does not have Blending and smooth transition between animations YET )&lt;/li&gt;
&lt;li&gt;Supports all the node hierarchy used in 3D Modeling software (ataching a not animated gun to a bone is very simple) &lt;/li&gt;
&lt;li&gt;Text Rendering API (Using GDI to build the font and Instanceddraw to draw the words)&lt;/li&gt;
&lt;li&gt;Sprite Rendering&lt;/li&gt;
&lt;li&gt;Integrated Physx (Objects, Triggers ....)&lt;/li&gt;
&lt;li&gt;Lots of data structures to make the life easier (Manage Render States, Render Targets ...)&lt;/li&gt;
&lt;li&gt;Uses XNAMath (nothing to do with xna, just a dummy name) instead of D3DXMath&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Random Features &lt;/h1&gt;
&lt;ul&gt;&lt;li&gt; Tessellation using Geometry Shader (Phong Tesselation), The tessellation process runs once and the result is streamed out to a buffer that is used for drawing.&lt;/li&gt;
&lt;li&gt; Skeleton of a particle system using Geometry Shader &lt;/li&gt;
&lt;li&gt; Very Simple HeightMap&lt;/li&gt;
&lt;li&gt; BMP loader (just 24 bits, not compressed).&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Future&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Finish the Particle System&lt;/li&gt;
&lt;li&gt;Add Blending and Smooth transition to the animation&lt;/li&gt;
&lt;li&gt;Implement Massive Bilboards using instancing&lt;/li&gt;
&lt;li&gt;Implement Displacement mapping using the Tessellator unit&lt;/li&gt;
&lt;li&gt;Everytime i found something cool i will try to implement !!!&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Dependencies&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;C++ Boost Library http://www.boost.org/ (there is an installer that make life easier, only the basic of the lib is used, dont need to download everything)&lt;/li&gt;
&lt;li&gt;Assimp  http://assimp.sourceforge.net/&lt;/li&gt;
&lt;li&gt;NVIDIA Physx http://www.nvidia.com.br/object/physx&lt;i&gt;new&lt;/i&gt;br.html &lt;/li&gt;
&lt;li&gt;ModelXML  http://modelxml.codeplex.com/ (Included in the project)&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;CHECK THE CODE IN THE MERCURIAL REPO, SORCE CODE SECTION&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;EVERYONE THAT WANTS TO DO SOMETHING WITH DIRECTX 11 MUST JOIN THE PROJECT !!!!!!!! ;) &lt;br /&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>tpastor</author><pubDate>Fri, 18 Mar 2011 20:49:55 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20110318084955P</guid></item><item><title>Updated Wiki: Home</title><link>http://dx11experiments.codeplex.com/wikipage?version=7</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Basic Framework for DirectX 11 &amp;#40;without DXUT&amp;#41; containing basic stuffs like Text Rendering, Quad Render, Model Loading, basic Skinning animation, Shader framework &amp;#40;substitute for the effect API&amp;#41; and lots of random stuffs &amp;#33;&amp;#33;&amp;#33;&lt;br /&gt;
&lt;h1&gt;Purpose&lt;/h1&gt;
Just Learning, Experimenting and Sharing !!!&lt;br /&gt;Some examples i want it to be fast, some i want to be beautiful and some i just want to work &lt;br /&gt;
&lt;h1&gt;Features&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Model Loader (Supports almost all commons Models used in games, except .fbx)&lt;/li&gt;
&lt;li&gt;Basic Skinning ( does not have Blending and smooth transition between animations YET )&lt;/li&gt;
&lt;li&gt;Supports all the node hierarchy used in 3D Modeling software (ataching a not animated gun to a bone is very simple) &lt;/li&gt;
&lt;li&gt;Text Rendering API (Using GDI to build the font and Instanceddraw to draw the words)&lt;/li&gt;
&lt;li&gt;Sprite Rendering&lt;/li&gt;
&lt;li&gt;Integrated Physx (Objects, Triggers ....)&lt;/li&gt;
&lt;li&gt;Lots of data structures to make the life easier (Manage Render States, Render Targets ...)&lt;/li&gt;
&lt;li&gt;Uses XNAMath (nothing to do with xna, just a dummy name) instead of D3DXMath&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Random Features &lt;/h1&gt;
&lt;ul&gt;&lt;li&gt; Tessellation using Geometry Shader (Phong Tesselation), The tessellation process runs once and the result is stream out to a buffer that is used for drawing.&lt;/li&gt;
&lt;li&gt; Skeleton of a particle system using Geometry Shader &lt;/li&gt;
&lt;li&gt; Very Simple HeightMap&lt;/li&gt;
&lt;li&gt; BMP loader (just 24 bits, not compressed).&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Future&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Finish the Particle System&lt;/li&gt;
&lt;li&gt;Add Blending and Smooth transition to the animation&lt;/li&gt;
&lt;li&gt;Implement Massive Bilboards using instancing&lt;/li&gt;
&lt;li&gt;Implement Displacement mapping using the Tessellator unit&lt;/li&gt;
&lt;li&gt;Everytime i found something cool i will try to implement !!!&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Dependencies&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;C++ Boost Library http://www.boost.org/ (there is an installer that make life easier, only the basic of the lib is used, dont need to download everything)&lt;/li&gt;
&lt;li&gt;Assimp  http://assimp.sourceforge.net/&lt;/li&gt;
&lt;li&gt;NVIDIA Physx http://www.nvidia.com.br/object/physx&lt;i&gt;new&lt;/i&gt;br.html &lt;/li&gt;
&lt;li&gt;ModelXML  http://modelxml.codeplex.com/ (Included in the project)&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;CHECK THE CODE IN THE MERCURIAL REPO, SORCE CODE SECTION&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;EVERYONE THAT WANTS TO DO SOMETHING WITH DIRECTX 11 MUST JOIN THE PROJECT !!!!!!!! ;) &lt;br /&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>tpastor</author><pubDate>Fri, 18 Mar 2011 20:48:50 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20110318084850P</guid></item><item><title>Updated Wiki: Home</title><link>http://dx11experiments.codeplex.com/wikipage?version=6</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Basic Framework for DirectX 11 &amp;#40;without DXUT&amp;#41; containing basic stuffs like Text Rendering, Quad Render, Model Loading, basic Skinning animation, Shader framework &amp;#40;substitute for the effect API&amp;#41; and lots of random stuffs &amp;#33;&amp;#33;&amp;#33;&lt;br /&gt;
&lt;h1&gt;Purpose&lt;/h1&gt;
Just Learning, Experimenting and Sharing !!!&lt;br /&gt;Some examples i want it to be fast, some i want to be beautiful and some i just want to work &lt;br /&gt;
&lt;h1&gt;Features&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Model Loader (Supports almost all commons Models used in games, except .fbx)&lt;/li&gt;
&lt;li&gt;Basic Skinning ( does not have Blending and smooth transition between animations YET )&lt;/li&gt;
&lt;li&gt;Supports all the node hierarchy used in 3D Modeling software (ataching a not animated gun to a bone is very simple) &lt;/li&gt;
&lt;li&gt;Text Rendering API (Using GDI to build the font and Instanceddraw to draw the words)&lt;/li&gt;
&lt;li&gt;Sprite Rendering&lt;/li&gt;
&lt;li&gt;Integrated Physx (Objects, Triggers ....)&lt;/li&gt;
&lt;li&gt;Lots of data structures to make the life easier (Manage Render States, Render Targets ...)&lt;/li&gt;
&lt;li&gt;Uses XNAMath (nothing to do with xna, just a dummy name) instead of D3DXMath&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Random Features &lt;/h1&gt;
&lt;ul&gt;&lt;li&gt; Tessellation using Geometry Shader (Phong Tesselation), The tessellation process runs once and the result is stream out to a buffer that is used for drawing.&lt;/li&gt;
&lt;li&gt; Skeleton of a particle system using Geometry Shader &lt;/li&gt;
&lt;li&gt; Very Simple HeightMap&lt;/li&gt;
&lt;li&gt; BMP loader (just 24 bits, not compressed).&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Future&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;Finish the Particle System&lt;/li&gt;
&lt;li&gt;Add Blending and Smooth transition to the animation&lt;/li&gt;
&lt;li&gt;Implement Massive Bilboards using instancing&lt;/li&gt;
&lt;li&gt;Implement Displacement mapping using the Tessellator unit&lt;/li&gt;
&lt;li&gt;Everytime i found something cool i will try to implement !!!&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Dependencies&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;C++ Boost Library http://www.boost.org/ (there is an installer that make life easier, only the basic of the lib is used, dont need to download everything)&lt;/li&gt;
&lt;li&gt;Assimp  http://assimp.sourceforge.net/&lt;/li&gt;
&lt;li&gt;NVIDIA Physx http://www.nvidia.com.br/object/physx&lt;i&gt;new&lt;/i&gt;br.html &lt;/li&gt;
&lt;li&gt;ModelXML  http://modelxml.codeplex.com/ (Included in the project)&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;CHECK THE CODE IN MERCURIAL REPO&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;EVERYONE THAT WANTS TO DO SOMETHING WITH DIRECTX 11 MUST JOIN THE PROJECT !!!!!!!! ITS AN ORDER :)&lt;br /&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>tpastor</author><pubDate>Tue, 15 Mar 2011 19:26:30 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20110315072630P</guid></item><item><title>Source code checked in, #a115b84cdec9</title><link>http://dx11experiments.codeplex.com/SourceControl/changeset/changes/a115b84cdec9</link><description>exp</description><author>ThiagoPastor</author><pubDate>Tue, 15 Mar 2011 19:21:02 GMT</pubDate><guid isPermaLink="false">Source code checked in, #a115b84cdec9 20110315072102P</guid></item><item><title>Source code checked in, #d81e24391457</title><link>http://dx11experiments.codeplex.com/SourceControl/changeset/changes/d81e24391457</link><description>k</description><author>ThiagoPastor</author><pubDate>Tue, 15 Mar 2011 19:19:36 GMT</pubDate><guid isPermaLink="false">Source code checked in, #d81e24391457 20110315071936P</guid></item><item><title>Source code checked in, #3c923f6c07ab</title><link>http://dx11experiments.codeplex.com/SourceControl/changeset/changes/3c923f6c07ab</link><description>First Commit</description><author>ThiagoPastor</author><pubDate>Tue, 15 Mar 2011 19:16:13 GMT</pubDate><guid isPermaLink="false">Source code checked in, #3c923f6c07ab 20110315071613P</guid></item><item><title>New Post: WANT TO JOIN !!!</title><link>http://dx11experiments.codeplex.com/discussions/249701</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;New Idea, Wants to Join, any trouble, leave message HERE, or cantact me by email thiagodiaspastor@gmail.com&lt;/p&gt;
&lt;/div&gt;</description><author>tpastor</author><pubDate>Tue, 15 Mar 2011 02:49:23 GMT</pubDate><guid isPermaLink="false">New Post: WANT TO JOIN !!! 20110315024923A</guid></item></channel></rss>