DirectX 8 is easily the most significant update to the API yet. In this article, the author covers what's new and provides you with samples of how to use it.
This article explores the inner workings of sprite drawing in DirectX 8. Using a low level approach, programmers can gain more control over their rendering code and address the shortcomings of any DirectX blitter.
Discusses how to use multiple threads to avoid having to use a finite state machine and use a traditional linear programming model. Also covers how to suspend your game when it's not active.
Explains how to use DirectX's built-in vertex tweening functionality for animation.
Key: = HTML article hosted here , = HTML article hosted elsewhere = link to another web site = Adobe Acrobat document = Zip files = Word or text document