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DirectX All-In-One..

It's doing all the hard work for us...

 

DirectX HLSL/Graphics/Compute - All-In-One


• Starting with the basics - what's DirectX all about? Why it has changed? What is Special about version 12!
• Dig into the API and build a basic rendering implementation (e.g., Hello Triangle using DirectX 12)
• Each chapter explores new features and techniques
• Focused on understanding the DirectX 12 graphics pipelines, GPU workflow, and HLSL shader development
• Going from rasterization, ray-tracing and compute
• Learn about the pains, tricks and real-world optimizations


• We flex out the core concepts using minimal working examples and code snippets - making it easy to access, test and explore/experiment with
• The examples and concepts can easily be extended and used as springboards for large more complex projects (tools, games, and so on)




Building with the GPU is a craft-part science, part art, and all about control. With DirectX and HLSL, you're not just learning syntax; you're learning to orchestrate silicon to dance. It's designing shaders that breathe life into pixels and compute kernels that transform data into blazing performance. It's about knowing when to lean into brute force and when to finesse. Mastering graphics and compute means shaping how players see, feel, and respond to every frame. It's not just rendering-it's storytelling through light, math, and motion.




Chapters





Resources & Links


Shaders (WGSL, GLSL, HLSL, CG, ..)

Vulkan Lab











 
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