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	<title>Comments on: DirectX 11: GPUs and headers</title>
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	<description>Oh hai!</description>
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		<title>By: Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/2009/09/directx-11/comment-page-1/#comment-198</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Tue, 22 Sep 2009 11:25:38 +0000</pubDate>
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		<description>I fully agree with you about the benefits of fast dev cycle in Delphi. I still vividly remember working on quite large (5MB of code) C++ project and those long waits for the compiler (some years ago with single core CPU and 256MB memory). Sometimes it could really disrupt my concentration on the problem I was solving.

I tried compiling your headers with FPC and identified few issues there. Are you or anyone you know working on getting the headers working with FPC at the moment? Maybe I could help here.</description>
		<content:encoded><![CDATA[<p>I fully agree with you about the benefits of fast dev cycle in Delphi. I still vividly remember working on quite large (5MB of code) C++ project and those long waits for the compiler (some years ago with single core CPU and 256MB memory). Sometimes it could really disrupt my concentration on the problem I was solving.</p>
<p>I tried compiling your headers with FPC and identified few issues there. Are you or anyone you know working on getting the headers working with FPC at the moment? Maybe I could help here.</p>
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		<title>By: John Bladen</title>
		<link>http://galfar.vevb.net/wp/2009/09/directx-11/comment-page-1/#comment-195</link>
		<dc:creator>John Bladen</dc:creator>
		<pubDate>Mon, 21 Sep 2009 05:53:38 +0000</pubDate>
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		<description>Thanks Marek. I want to help keep Delphi up to date with the latest developments such as DirectX. I have very limited time, but I can do the C++ to Delphi translations quite quickly. (With the Direct3D 11 translations, the main delay was that Microsoft hadn&#039;t finished their bit! - see my blog for a workaround).

Delphi is a very excellent language and development environment. In particular, it enables small teams (e.g. 1 person) to match or outperform huge teams. I love the quick development cycle - from code change to running application in practically zero time. It means that you can work very fast, and I believe that it is vital if you are going to produce quality code. When working with C++ or VB.Net I truly spend over half my working day waiting for the compiler.

Regarding Direct3D, like you I have piles of graphics cards! But I need the computer shaders in Direct3D 11, so I&#039;ll be shopping soon.

So far I&#039;ve been impressed with Direct3D 11. All my tests and code conversions have worked pretty much first time. We skipped Direct3D 10 because it didn&#039;t offer us anything more than Direct3D 9 and the code conversion was difficult for our large code base. The Direct3D 11 API is similar to Direct3D 10 but is tidier, and also adds many new features.

JB.</description>
		<content:encoded><![CDATA[<p>Thanks Marek. I want to help keep Delphi up to date with the latest developments such as DirectX. I have very limited time, but I can do the C++ to Delphi translations quite quickly. (With the Direct3D 11 translations, the main delay was that Microsoft hadn&#8217;t finished their bit! &#8211; see my blog for a workaround).</p>
<p>Delphi is a very excellent language and development environment. In particular, it enables small teams (e.g. 1 person) to match or outperform huge teams. I love the quick development cycle &#8211; from code change to running application in practically zero time. It means that you can work very fast, and I believe that it is vital if you are going to produce quality code. When working with C++ or VB.Net I truly spend over half my working day waiting for the compiler.</p>
<p>Regarding Direct3D, like you I have piles of graphics cards! But I need the computer shaders in Direct3D 11, so I&#8217;ll be shopping soon.</p>
<p>So far I&#8217;ve been impressed with Direct3D 11. All my tests and code conversions have worked pretty much first time. We skipped Direct3D 10 because it didn&#8217;t offer us anything more than Direct3D 9 and the code conversion was difficult for our large code base. The Direct3D 11 API is similar to Direct3D 10 but is tidier, and also adds many new features.</p>
<p>JB.</p>
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