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D3D12 Programming Basics Plus

This course continues from D3D12 Programming Basics. After implementing basic rendering features, it explains the features and approach needed for actual engine development using them.

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강의소개.상단개요.수강생.short

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DirectX12
DirectX12
DirectX
DirectX
directx-12
directx-12
DirectX12
DirectX12
DirectX
DirectX
directx-12
directx-12

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5.0

KYUNG TAE BAE

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I learned a lot about D3D12. Thank you for the great lecture.

5.0

똘똘이스머프

100% 수강 후 작성

Thank you for the valuable lecture.

5.0

Jang Jaehoon

30% 수강 후 작성

Thank you for the great lecture!

강의상세_배울수있는것_타이틀

  • D3D12 programming

  • Engine Framework Development

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.

D3D12 Programming Fundamentals Plus

This book reinforces the basics of D3D12 programming and explains additional technologies required for engine development.

  • Rendering 2D objects such as Sprite and Text

  • Texture Manager

  • Render Queue

  • Multi-threaded rendering

  • Architecture for the Engine Framework

D3D12 Basics

If you haven't taken the D3D12 Basics course yet,
Check it out now!

D3D12 Programming - Basics

  • D3D12 Programming Basics

  • Engine Programming Fundamentals

Things to note before taking the class

Practice environment

  • This lecture is a follow-up lecture to the D3D12 Programming Fundamentals course posted on Inflearn ( https://inf.run/WYdms) .

  • This is a recording of D3D12 Programming Basics Plus on the YouTube megayuchi channel.

  • The source code can be downloaded from megayuchi/D3D12Lecture (github.com) .

Learning Materials

Player Knowledge and Notes

Lectures that follow

강의소개.콘텐츠.추천문구

학습 대상은 누구일까요?

  • D3D12 Basics students

  • Person wanting to develop own engine

선수 지식, 필요할까요?

  • D3D12 Programming Basics

강의소개.지공자소개

3,133

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강의_other

Programmer

C++, x86/x64 ASM, DirectX9/11/12, Metal, OpenGL, CUDA, win32, winsock/bsd socket

Programmer C++, x86/x64 ASM, DirectX9/11/12, Metal, OpenGL, CUDA, win32, winsock/bsd socket

Inflearn Lectures

D3D12 Programming Basics - https://inf.run/7gJhS

D3D12 Programming Fundamentals Plus - https://inf.run/itHDW

DirectX Raytracing Programming - https://inf.run/cQqx7

Windows System Programming - 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/

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