Hardware 3D (C++ DirectX Graphics) Tutorial 22
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In this three-part tutorial, we take a break from Direct3D api stuff to set up a better system for organizing Drawables and Bindables. Low coupling, high cohesion, and dynamic bullshits for the win.
Contents
[hide]Topics Covered
Part 1
-
Bindable
system (things like shaders, vertex buffers, etc.) -
Drawable
system (things like the game entities that are drawn; they contain a collection ofBindable
s) - Partial
protected
access inheritance pattern - Weird quirk of C++ relating to visibility of protected members in the case of inheritance from a templated class
- How to update constant buffers using
Map
/Unmap
Part 2
- Static collection of per-class
Bindable
-
SetIndexFromStatic
- Sharing cbuffer between instances of
TransformCbuf
Part 3
- Geometric primitives (cone, sphere, prism)
- Geometry-distorting transforms
- More
Drawable
types -
Factory
for drawables withstd::generate_n
Video Timestamp Index
Source Code
See also
- Next in series (Tutorial 22)
- Hardware 3D Series (C++ DirectX Graphics)
- Planet Chili Patreon