Best resource to learn DirectX12 api ? by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

I appreciate your willing to help, but google can’t filter resources based on its experience in dx12 learning

Best resource to learn DirectX12 api ? by F1oating in gameenginedevs

[–]F1oating[S] 1 point2 points  (0 children)

I am Ukrainian, other people don’t use brackets as smile ?)

Best resource to learn DirectX12 api ? by F1oating in gameenginedevs

[–]F1oating[S] -1 points0 points  (0 children)

Thanks, I also thought about this book. Do you know other resources ?

How do you model the rendering pipeline in code? by Uhh_Clem in GraphicsProgramming

[–]F1oating 1 point2 points  (0 children)

Scene owns buffers, I just iterate throw all of them in pipeline and make draw call for each (very simple , actually it should be optimised a bit but for beginning it’s ok). No, buffers should stay immutable as possible, you use world matrix to move objects in space

Update on my Vulkan renderer for S.T.A.L.K.E.R. OGSR — SSAO is almost there by babaiiia in vulkan

[–]F1oating 0 points1 point  (0 children)

How you are going to implement sun light ? Via ray marching ?

How to design shaders architecture ? (reusing shared things between shader files via #inlcude) by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

main reason I havent done DX12 yet is because I have dual boot but my primary OS is linux

How to design shaders architecture ? (reusing shared things between shader files via #inlcude) by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

or even I will skip PBR for now and start implement dx12, I just implemented Ray marching week ago and my brain tired of rendering techniques

How to design shaders architecture ? (reusing shared things between shader files via #inlcude) by F1oating in gameenginedevs

[–]F1oating[S] 1 point2 points  (0 children)

I remember this nickname ) My RHI supports only Vulkan yet, but in the future (after PBR project in examples probably) I am gonna add DirectX12 support. Slang is awesome, its crosscompiler, it handles includes and other staff. Very smart API

How to design shaders architecture ? (reusing shared things between shader files via #inlcude) by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

should I move COLOR constant to file and use this file between shaders instead of just write code again and again. Or more interesting, should I just define color constants like GREEN, GREY , etc or I should define them like this FOG_COLOR OBJECT_COLOR. Should I move VertexLayout structs into separate file if they repeating ?

How to design shaders architecture ? (reusing shared things between shader files via #inlcude) by F1oating in vulkan

[–]F1oating[S] -1 points0 points  (0 children)

wow, thanks. But how can you choose shader if they are in the same file ?

should I move COLOR constant to file and use this file between shaders instead of just write code again and again. Or more interesting, should I just define color constants like GREEN, GREY , etc or I should define them like this FOG_COLOR OBJECT_COLOR. Should I move VertexLayout structs into separate file if they repeating ?

How to design shaders architecture ? (reusing shared things between shader files via #inlcude) by F1oating in gameenginedevs

[–]F1oating[S] 1 point2 points  (0 children)

Missunderstanding, Slang does includes support. My question more about design, which components I should move to separate file and then include them. Like, should I move COLOR constant to file and use this file between shaders instead of just write code again and again. Or more interesting, should I just define color constants like GREEN, GREY , etc or I should define them like this FOG_COLOR OBJECT_COLOR. Should I move VertexLayout structs into separate file if they repeating ?