Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 21"

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(Topics Covered)
Line 4: Line 4:
 
=== Part 1 ===
 
=== Part 1 ===
 
* <code>Bindable</code> system (things like shaders, vertex buffers, etc.)
 
* <code>Bindable</code> system (things like shaders, vertex buffers, etc.)
* <code>Drawable</code> system (things like meshes that are drawn; they contain a collection of <code>Bindable</code>s)
+
* <code>Drawable</code> system (things like the game entities that are drawn; they contain a collection of <code>Bindable</code>s)
 
* Partial <code>protected</code> access inheritance pattern
 
* Partial <code>protected</code> access inheritance pattern
 
* Weird quirk of C++ relating to visibility of protected members in the case of inheritance from a templated class
 
* Weird quirk of C++ relating to visibility of protected members in the case of inheritance from a templated class

Revision as of 11:28, 22 April 2019

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.

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 of Bindables)
  • 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

Video Timestamp Index

Tutorial 21.1

Source Code

See also