DirectX-Graphics-Samples
Xbox-GDK-Samples
DirectX-Graphics-Samples | Xbox-GDK-Samples | |
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15 | 1 | |
5,719 | 210 | |
0.6% | 1.4% | |
0.0 | 4.5 | |
about 1 month ago | about 1 month ago | |
C++ | C++ | |
MIT License | MIT License |
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DirectX-Graphics-Samples
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Very early state of my DirectX 12 and EnTT based ECS Engine called "Orpheus"
I also looked at the Microsoft sample like this: https://github.com/microsoft/DirectX-Graphics-Samples
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Normalizing SSAO occlusion result gives odd result than not normalizing
It looks like Microsoft has official DirectX samples available, including an SSAO demo if you want to take a look at that. It does seem very different compared to your approach though, so it may not be of any use to you.
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"reportedly Apple just got absolutely everything they asked for and WebGPU really looks a lot like Metal. But Metal was always reportedly the nicest of the three modern graphics APIs to use, so that's… good?"
In my post I was using the generate mipmaps example to illustrate what I'm saying. In order to generate mipmaps in realtime in OpenGL you would simply make a call to generatemipmaps() or whatever it is called. In Vulkan it is more challenging because you have to do explicit resource management, but it isn't that bad still. In D3D12 you have to write your own compute shader https://github.com/Microsoft/DirectX-Graphics-Samples/blob/master/MiniEngine/Core/Shaders/GenerateMipsCS.hlsli
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zeux.io - Meshlet size tradeoffs
I wrote a sample a few years ago which implements this technique.
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Learning DirectX 12 in 2023
I eventually moved on to the official DirectX 12 Graphic Samples, which had isolated examples that were easier to learn from incrementally. The “Hello World” sample is the best starting point to get the renderer setup with a triangle. This repo is a great reference when you need to verify process and structure (like the order of operation of APIs). Whenever I had a strange bug in my app, I’d go back to these examples to do a diff and see what I was missing.
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Good clean examples of DirectX engine code?
You probably want to take a look at the officiel DirectX samples page: https://github.com/microsoft/DirectX-Graphics-Samples It’s got samples covering a single topic each, which make them easier to digest, but there’s also the MiniEngine which is a render engine.
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Where to start learning OpenGL or DirectX11 Graphics Programming with C++?
MiniEngine game engine
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GOG 2022 update #2: our commitment to DRM-free gaming - GOG.com
Something about the Github sample did catch my eye:
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What is the best way to learn directx?
Microsoft put out this: https://github.com/microsoft/DirectX-Graphics-Samples
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AMD 6900XT -Raytracing score matching RTX 3080 in Port Royal
There is also this thing, but I never figured out how to compile that.
Xbox-GDK-Samples
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Learning DirectX 12 in 2023
The DXTK also has a great tutorial series on creating a game loop that breaks down the DX12 pipeline through the process. They also have a repo with Xbox game SDK samples (not games — but features you’d use in games like gamepad input).
What are some alternatives?
Vulkan - Examples and demos for the new Vulkan API
D3D12MemoryAllocator - Easy to integrate memory allocation library for Direct3D 12
DirectXTK - The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
DirectXTK12 - The DirectX Tool Kit (aka DirectXTK12) is a collection of helper classes for writing DirectX 12 code in C++
directx12-seed - ✖🌱 A DirectX 12 starter repo that you could use to get the ball rolling.
DirectXMath - DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
Cauldron - A simple framework for rapid prototyping on Vulkan or Direct3D 12
DxrTutorials
GettingStartedWithRTXRayTracing - Getting Started with RTX Ray Tracing
UnrealEngine