directx12-seed
DirectX-Graphics-Samples
directx12-seed | DirectX-Graphics-Samples | |
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1 | 15 | |
112 | 5,719 | |
- | 0.6% | |
10.0 | 0.0 | |
almost 2 years ago | about 1 month ago | |
C++ | C++ | |
The Unlicense | MIT License |
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directx12-seed
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Learning DirectX 12 in 2023
I’ll be honest, this also was nice - but didn’t do a good job of explaining relationships between parts of the pipeline. It’s likely because they also have a book you can buy that goes into more detail. I also had issues spinning up the directx12-seed repo. Since my PC / graphics card doesn’t support all the DX12 features (like raytracing), the app would error out instead of running. As someone new to DirectX 12, stuff like this is an immediate productivity killer.
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.
What are some alternatives?
UnrealEngine - UnrealEngine 1998
Vulkan - Examples and demos for the new Vulkan API
Xbox-GDK-Samples - Game development samples published by the Xbox Advanced Technology Group using the Microsoft GDK.
DirectXTK - The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
DirectXShaderCompiler - This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
D3D12MemoryAllocator - Easy to integrate memory allocation library for Direct3D 12
DirectXTK12 - The DirectX Tool Kit (aka DirectXTK12) is a collection of helper classes for writing DirectX 12 code in C++
DxrTutorials
DirectXTex - DirectXTex texture processing library
GettingStartedWithRTXRayTracing - Getting Started with RTX Ray Tracing