Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 0"

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(Basic Plan for Hardware 3D)
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== Basic Plan for Hardware 3D ==
 
== Basic Plan for Hardware 3D ==
We're gonna start low level, and work our way up quickly to the good shit. This first arc of Intermediate is gonna be 100% console app land. First comes a little lecture on memory, variables, and the binary number system. Then we cover pointers, c-strings and console I/O, basic file I/O, and heap allocation. This is where we ascend to a higher plane of thought. We will migrate from c-strings and basic I/O to awesome <code>std::string</code> and std streams. While we're on the topic of containers, let's get a taste of <code>std::vector</code>. Then, we'll wrap up the console app section with a fun little word game, putting together everything learned so far in Intermediate.
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The Hardware 3D series will start of will WinAPI stuff. We'll learn how to create a window and process messages mainly relating to keyboard and mouse input. Then we will work on initialization of the pipeline components required to actually draw primitives. Once we have a basic pipeline down, we will begin a deep dive, learning HLSL together with important rendering techniques.
  
After the console section, the plan is to learn how to load an image from a bitmap file, and then to cover basic sprite drawing operations, so we can abandon the nasty <code>PutPixel</code> calls once and for all. After this we'll cover more standard library containers, iterators, and algorithms. We're gonna learn OOP concepts like inheritance and polymorphism. We're gonna learn sweet C++11 stuff like lambda functions and move semantics. And we're gonna make more games.
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After getting familiar with HLSL, the binding of various resources to shader stages, and mastering important pixel shader and vertex shader techniques, we will broaden our horizons with tesselation/geometry shaders and try out had at fullscreen post-processing techniques as well. After this, we might explore more advanced techniques such as dynamic shadows and deferred lighting.
  
 
== Prerequisite Series ==
 
== Prerequisite Series ==

Revision as of 20:47, 16 December 2018

This video talks about the course syllabus for the Hardware 3D tutorial series (the shit we gonna learn) and the prerequisites for following this series (what you need to know, and what you need to have). Use it to get an idea of what this series is about, and whether you have what it takes to follow along. If you don't know this shit, it's okay to just come along for the ride if you interested; you'll learn something at least. But if you decide you wanna dig deep and master the material, check out the links below for my C++ series and the 3D Fundamentals series.

Topics Covered

  • Direct3D 11 vs. D3D12 / Vulkan
  • Course Syllabus (Topics Covered)
  • Prerequisites / Requirements
  • Planet Chili Community

Basic Plan for Hardware 3D

The Hardware 3D series will start of will WinAPI stuff. We'll learn how to create a window and process messages mainly relating to keyboard and mouse input. Then we will work on initialization of the pipeline components required to actually draw primitives. Once we have a basic pipeline down, we will begin a deep dive, learning HLSL together with important rendering techniques.

After getting familiar with HLSL, the binding of various resources to shader stages, and mastering important pixel shader and vertex shader techniques, we will broaden our horizons with tesselation/geometry shaders and try out had at fullscreen post-processing techniques as well. After this, we might explore more advanced techniques such as dynamic shadows and deferred lighting.

Prerequisite Series

Video Timestamp Index

Tutorial 0

Source Code

See also