Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 1"

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(Created page with "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...")
 
(Video Timestamp Index)
 
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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.
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To start of our majickal journey of bullshit, we create a fresh, empty Visual Studio solution, configure that fucker to our liking, and write our Windows entry point. Also, some talking about how Windows do.
  
 
== Topics Covered ==
 
== Topics Covered ==
* Direct3D 11 vs. D3D12 / Vulkan
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* Win32 Project Build Settings
* Course Syllabus (Topics Covered)
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* Windows Entry Point
* Prerequisites / Requirements
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* Windows API Class / Instance System
* Planet Chili Community
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== Basic Plan for Hardware 3D ==
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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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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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== Prerequisite Series ==
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== Video Timestamp Index ==
 
== Video Timestamp Index ==
[https://youtu.be/kOsnq5JJvaw Tutorial 1]
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[https://youtu.be/2NOgrpXks9A Tutorial 1]
  
 
== Source Code ==
 
== Source Code ==
* [https://github.com/planetchili/Sprite Sprite Github Repository (for <code>Surface</code> code)]
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* [https://github.com/planetchili/hw3d Hardware 3D GitHub Repo]
  
 
== See also ==
 
== See also ==
 
* [[Hardware 3D (C++ DirectX Graphics) Tutorial 2|Next in series (Tutorial 2)]]
 
* [[Hardware 3D (C++ DirectX Graphics) Tutorial 2|Next in series (Tutorial 2)]]
 
* [[Hardware 3D Series (C++ DirectX Graphics)]]
 
* [[Hardware 3D Series (C++ DirectX Graphics)]]
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* [https://www.patreon.com/planetchili Planet Chili Patreon]

Latest revision as of 01:02, 21 December 2018

To start of our majickal journey of bullshit, we create a fresh, empty Visual Studio solution, configure that fucker to our liking, and write our Windows entry point. Also, some talking about how Windows do.

Topics Covered

  • Win32 Project Build Settings
  • Windows Entry Point
  • Windows API Class / Instance System

Video Timestamp Index

Tutorial 1

Source Code

See also