I looked at intel web site and it sems that they replaced opencl aapplication development SDK with a new software that only support new HD graphic cards (5th generation).
My laptop has HD4400, where can I find Intel SDK for it?
I know that I can use any SDK, but I believe Intel one is pretty good for Opencl, as NVIDA is trying to force everybody to use CUDA which I am not interested to do.
I am developing on windows using visual studio 2013 and I like the Intel integrated tools for VS for opencl development.
You can use Starter Edition of OpenCL Code Builder from Intel, which should include the SDK. To be able to run you programs on the iGPU, you need to install the driver/runtime from https://software.intel.com/en-us/articles/opencl-drivers.
Related
I want to run some C++ on my Laptop GPU with Windows 11. I saw in the Internet that I need the Intel OpenCL SDK. I tried to download it, but I got a warning that it's only recommended for Windows 10. I still continued with the installation, but i can't find all the C++ header files. Is that because I use Windows 11 or is there another reason for this?
I thought that the Download would contain all the OpenCL header files and so on.
You don't need the Intel OpenCL SDK for OpenCL development. All you need is the graphics driver, which probably is already present, and the OpenCL header files. For how to set it up in a Visual Studio Community project, see here; this works for Intel/AMD GPUs too, and on both Windows 10 and 11.
Is it possible to do Intel SGX development on the older generation of Intel processor that does not have SGX support with some simulation environment?
I tried to install SGX SDK which installed correctly but could not able to install SGX PSW as supporting Intel SGX processor is a hard requirement for it.
https://software.intel.com/en-us/documentation/sgx-sdk-installation/platform-software-installation
I wanted to develop and learn simple SGX application.
You may try OpenSGX and QEMU.
OpenSGX is an experimental software that emulates Intel SGX hardware components at the
instruction level and provides new system software components
necessarily required for full TEE exploration. You may check some recent papers from 2016 and 2017.
QEMU SGX is an experimental QEMU version that supports SGX. You may check some slides from 2014.
You may also use the SGX SDK in Simulation mode - try the sample enclaves from the SDK directory, you don't need the SGX PSW to run them.
Apparently, Intel has an emulator (mentioned in 2015 by Microsoft) but it is not available to the public. In addition, because that emulator was not performant, Microsoft decided to create their own emulator/windows driver (that is not available neither) to implement their Haven project.
I decided to learn directx on my old laptop that has an ATI Radeon X1200 card.
Using the program GPU-Z.0.7.2 I found that my card support directx 9 /SM2.0 and has shadrers of 4 Pixel / 2 Vertex.
Using dxdiag on my windows 7 I found that directx version is directx 11. Then I downloaded visual studio 2012 express but I did not install it yet.
Since my card supports only directx 9 im going to read the book Introduction to 3D Game Programming with DirectX 9.
Now what version of the direct SDK do I have to download ? and after downloading the SDK what should I install first the SDK or visual studio 2012 express ? Is the book ok ? I mean there are other editions of the book but they supprt directx 9c , directx 10 and directx 11.
Thank u so much.
Using dxdiag on my windows 7 I found that directx version is directx
11.
This is the DirectX runtime version, not SDK version. so it does not matter which version of SDK you use to develop your program.
As others said, the installation order does not matter.
The book you mentioned is good for new starters. but I recommend you to start from the shader version, since fixed pipeline functionalities such as transforming and lighting was abandoned start from DirectX 10, they all moved to shaders, there is a shader version of that book.
there are lots of materials and resources to learn DirectX, I paste some pages for your reference.
http://www.directxtutorial.com/LessonList.aspx?listid=9
http://www.braynzarsoft.net/index.php?p=DX11Lessons
http://www.rastertek.com/tutindex.html
DirectX SDK examples are also very good choice.
You should be able to use Direct3D 11 whilst still targeting a Direct3D 9 device via the D3D_FEATURE_LEVEL enum, which you can specify in your D3D11CreateDeviceAndSwapChain.
The Microsoft DirectX SDK (June 2010) contains both DirectX 11 and DirectX 9 headers and documentation. The install order doesn't really matter (I've used the SDK in Code::Blocks before installing Visual Studio and it worked fine) since it's really just a collection of header files and debug dlls, plus a bunch of stuff to get you started.
Personally I don't use books when learning a library - I look at the documentation, which is a firsthand explanation of the material, or search up a tutorial (though you should take anything you read in a tutorial with a grain of salt). There are also several websites and videos that explain the graphics pipeline really well. I can't really comment on the book otherwise.
If you not targeting Windows XP or earlier OS, throw DirectX 9 book, forget it (same with DirectX 10 if you not targeting Vista without Service packs), and take DirectX 11 one
Luna's books are great, but, IMO, online tutorials that zdd mentioned are better. And free. But still, to write something cool, you will need to read much more than one book or one series of tutorials. Take the best parts and mix it!
You can develop with DirectX 11 API (for Windows Vista SP2 and later OSes), but still targeting DirectX 9 hardware (feature level 9.3). Shaders is a must. Love them!
When you installing Visual Studio 2012 or higher, you also get a copy of Windows SDK. Do not install standalone DirectX SDK, because it is obsolete. Since Windows 8, DirectX SDK is a part of Windows SDK. Install standalone DirectX SDK only if you really-really need that old stuff, such as D3D11X or effects framework (for Luna books).
Happy coding!
What is the fastest way to port an finished game project written in C++ to iPad. Is there any good way to do it without buying a Mac?
Marmalade (formerly Airplay SDK) is a cross-platform SDK that is well-suited to games. You can write your code in Visual C++ and run it in Windows in a simulator. Using a PC, you will not be able to debug (stepping, breakpoints, etc) your game while running on an iPhone. Deploying to an iPhone for testing (from Windows) seems rather tedious, compared to how it's done with XCode.
If you need to use iOS native API features that are not supported in Marmalade, you can build wrappers to them with the EDK (Extension Development Kit), but you'll need a Mac with XCode to build the wrapper library once.
If you decide to get a Mac for development, the cheapest route is probably a Mac Mini and a KVM switch that will let you use your existing keyboard, monitor, and mouse. It's cheaper to upgrade the Mac Mini's memory yourself than to buy a Mac Mini with more memory pre-installed. You can order Mac memory upgrades from online computer retailers cheaper than from the Apple store.
See also:
Marmalade Mobile App Development - Is Marmalade a Good Choice?
Is Marmalade SDK more relevant or commonly used for Game Development?
Native Android/iOS development vs Marmalade SDK
ADDENDUM
I forgot to mention that iOS already has native support for OpenGL ES, and that XCode can compile C++ code. It's also possible to mix Objective-C with C++. So you can keep your C++ engine more or less intact, and write wrappers around iOS-specific facilities, such as detecting user touches.
I don't think you can. I do believe you have to have a mac! If you don't want to buy one, I suggest to just borrow it from a friend!
Out of nowhere, every directx application project I run gives me only 4fps and I am clueless as to why this is happening...? All of the samples, tutorials from websites, basic directx programs (such as just initialising the device in a single project) give me the same result.
I can play retail games still normally, just anything I run from visual studio using the directx sdk runs abnormally.
I am running on W7 64bit, GTX460m (DX11) with latest graphics drivers, DX SDK (June 2010), 8gb of RAM, i7 cpu......
If anyone can help, I would be very grateful.