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

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(Basic Plan for Hardware 3D)
(See also)
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* [[Hardware 3D (C++ DirectX Graphics) Tutorial 1|Next in series (Tutorial 1)]]
 
* [[Hardware 3D (C++ DirectX Graphics) Tutorial 1|Next in series (Tutorial 1)]]
 
* [[Hardware 3D Series (C++ DirectX Graphics)]]
 
* [[Hardware 3D Series (C++ DirectX Graphics)]]
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* [https://www.patreon.com/planetchili Planet Chili Patreon]

Revision as of 20:51, 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