vulkan-guide
DirectX-Graphics-Samples
vulkan-guide | DirectX-Graphics-Samples | |
---|---|---|
67 | 15 | |
806 | 5,719 | |
- | 1.5% | |
9.0 | 0.0 | |
5 days ago | about 1 month ago | |
SCSS | C++ | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
vulkan-guide
-
NVK is now ready for prime time
I totally agree, and so do the people working on it as well as some of the volunteers who write tutorials.
There's an ongoing effort to create beginner friendly introductory material which was discussed in the recent Vulkanised conference. And an effort to make a better documentation site that's easier to browse than the specification.
On the volunteer front, there's a Vulkan 1.3 -based introductory tutorial (work in progress) over at https://vkguide.dev/
I think there should be a Vulkan tutorial that doesn't start with the boring stuff of initialization and window creation. It's stuff that you write once and forget about, and nothing particularly interesting happens in it.
Looking at my hobby project, excluding the boring stuff (which is reusable), a "hello compute" example is around 100 LOC and a "hello triangle" around 120 LOC. GLSL shader sources included.
Maybe someday I'll get around to writing a "learn Vulkan the hard way" blog post with examples.
- LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
-
Struggling to Update Vertex Buffer via Staging Buffer
Also, use https://vkguide.dev/ rather than vulkan-tutorial.
-
What are the best textbooks/resources for learning graphics programming practically in 2023?
Once you're beyond the "introductory" phase, resources become more specialized based on what you'd like to learn -- there are Vulkan tutorials like https://vkguide.dev/ which will teach you the API and also give a bit more insight in how modern GPU hardware is structured, there are books like the "GPU Zen" series that do deep-dives on specific techniques, and there are tons of recorded GDC and SIGGRAPH talks on interesting new techniques. :)
- Where do I start learning graphics programming?
-
Yuzu Ea 3608 is out!
Personally, I'm a hands on learner who actually wants to use this stuff in my career, so I'd recommend these tutorials: https://learnopengl.com/ https://vulkan-tutorial.com/Overview https://vkguide.dev/
-
Theory on structuring graphics projects, building interfaces, and designing abstractions?
vkguide teaches some good practices regarding code/renderer structure, but I'm afraid it doesn't go as deep as you'd like. It's certainly deeper than most other tutorials, though.
-
"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?"
https://vkguide.dev/ This is my favorite.
- Extension VK_KHR_swapchain not found in list of known instance extensions
- Resources to build a game engine from scratch?
DirectX-Graphics-Samples
-
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
-
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.
-
"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
-
zeux.io - Meshlet size tradeoffs
I wrote a sample a few years ago which implements this technique.
-
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.
-
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.
-
Where to start learning OpenGL or DirectX11 Graphics Programming with C++?
MiniEngine game engine
-
GOG 2022 update #2: our commitment to DRM-free gaming - GOG.com
Something about the Github sample did catch my eye:
-
What is the best way to learn directx?
Microsoft put out this: https://github.com/microsoft/DirectX-Graphics-Samples
-
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?
vk-bootstrap - Vulkan Bootstrapping Iibrary
Vulkan - Examples and demos for the new Vulkan API
raylib - A simple and easy-to-use library to enjoy videogames programming
DirectXTK - The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
directx12-seed - ✖🌱 A DirectX 12 starter repo that you could use to get the ball rolling.
D3D12MemoryAllocator - Easy to integrate memory allocation library for Direct3D 12
SDL - Simple Directmedia Layer
DxrTutorials
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.
GettingStartedWithRTXRayTracing - Getting Started with RTX Ray Tracing