
Introduction to D3D12 Programming
megayuchi
This course provides the basic knowledge needed for those with experience in D3D9/10/11 or OpenGL to adapt to D3D12 programming.
Intermediate
DirectX, d3d
It seems the mainstream graphics API has shifted from D3D11 to D3D12. D3D12 supports attractive features but has a steep learning curve. However, I believe that with gradual learning, individuals can also create games using the D3D12 API. Therefore, based on my experience building a game directly with D3D12, I aim to provide the knowledge base needed to challenge D3D12 game programming.
123 learners
Level Intermediate
Course period Unlimited


Reviews from Early Learners
5.0
비에스
I was able to systematically learn GPU resource management methods, and it was great to understand the thought process behind why certain technologies were applied.
5.0
dongyoun shim
It was a great lecture. Despite my limited skills, it was very helpful considering I watched it out of curiosity.
5.0
Optimizer
I am taking this course after becoming somewhat familiar with Vulkan, but this is the first time I have seen a lecture that explains the latest GraphicsAPI functions so neatly. This is a lecture where the instructor's skills stand out. However, it seems like it will be a little difficult for those who are new to graphics programming to follow along. ps. Looking at the latest GitHub, it looks like there will be a follow-up lecture, so I'm looking forward to it. ㅎㅎ
D3D12 Programming Basics
Basic Engine Programming

Until 3-4 years ago, D3D12 was not the mainstream API for PC games. Many games were still being developed and released with D3D11, and it seemed difficult for D3D12, which was difficult to develop for, to become the mainstream API.
Then, D3D12 emerged as the mainstream API thanks to features such as RayTracing that could directly improve graphic quality.
The main API of popular commercial engines has also been moved from D3D11 to D3D12. Although it is not common, self-developed engines are also being developed with D3D12.
Now D3D12 is clearly the mainstream graphics API. If you only focus on utilizing commercial engines, it may not matter, but if you want to dissect and customize their structure, or write your own rendering code to create your own engine, I think D3D12 is an unavoidable process.
Learning D3D12 is more difficult than before, but once you get used to the somewhat unfamiliar concepts such as Descriptor Table, Resource Barrier, and asynchronous rendering, you will be able to develop with a similar feel to D3D11.
This course focuses on helping those with basic graphics knowledge and experience with traditional graphics APIs (D3D11, OpenGL, etc.) prior to D3D12 to adapt to the D3D12 API.
How to draw shapes using VertexBuffer and IndexBuffer
How to use Texture
Understanding new concepts for resource binding such as Descriptor / Descriptor Heap / Descriptor Table
How to implement data structures required for DirectX12 engine development
Essential techniques to avoid performance issues in D3D12
Operating System and Version (OS): Windows 10/11
Tools used: Visual Studio 2022
pdf provided
Provide source code via github and attached files
Operating System and Version (OS): Windows 10/11
Tools used: Visual Studio 2022, pix
Required Hardware: GPU with DirectX Raytracing support - nvidia GTX1060 or higher, AMD RX6400 or higher
C/C++
Windows Programming
D3D12 Programming Fundamentals Plus ( https://inf.run/itHDW ) - Free
DirectX Raytracing Programming ( https://inf.run/cQqx7 ) - Paid
Who is this course right for?
Experience with D3D9/D3D11 or OpenGL
C/C++ programmer with basic graphics knowledge
Need to know before starting?
C/C++
Graphics Basics
D3D9/10/11 or OpenGL
Inflearn Verified
Career Verified
3,380
Learners
104
Reviews
25
Answers
5.0
Rating
11
Courses
C++,x86/x64 ASM, DirectX9/11/12, Metal, OpenGL, CUDA, win32, winsock/bsd socket
D3D12프로그래밍 기초편 - https://inf.run/7gJhS
D3D12프로그래밍 기초플러스 - https://inf.run/itHDW
DirectX Raytracing 프로그래밍 - https://inf.run/cQqx7
Windows System 프로그래밍 - https://inf.run/AwfCv
Windows Debugging Tips - https://inf.run/zL7E4
Blog : https://megayuchi.com
Youtube : https://youtube.com/megayuchi
LinkedIn : https://www.linkedin.com/in/megayuchi/
All
11 lectures ∙ (7hr 9min)
Course Materials:
4. Using Texture
37:41
All
15 reviews
4.9
15 reviews
Reviews 2
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Average Rating 5.0
Reviews 14
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Average Rating 4.8
Reviews 1
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Average Rating 5.0
5
I am taking this course after becoming somewhat familiar with Vulkan, but this is the first time I have seen a lecture that explains the latest GraphicsAPI functions so neatly. This is a lecture where the instructor's skills stand out. However, it seems like it will be a little difficult for those who are new to graphics programming to follow along. ps. Looking at the latest GitHub, it looks like there will be a follow-up lecture, so I'm looking forward to it. ㅎㅎ
Reviews 1
∙
Average Rating 5.0
5
This is a lecture that explains in detail the biggest changes that need to be taken into account when moving from existing APIs such as D3D11 to D3D12. It would be better if it introduces a bit more diverse (including cases where errors occur) Resource Barrier utilization cases, various Root Signature setting cases for single objects, and Descriptor Table maintenance cases, as shown in the last lecture. Or, it would be good for students to upload various cases as pull requests to the sample code repository.
Reviews 21
∙
Average Rating 5.0
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