Blog

Where can I learn DirectX?

Where can I learn DirectX?

The best resource I know of for learning DirectX is Frank Luna’s book. It does assume you know C++. If you can get up to the chapter on the rendering pipeline and understand it, you’re probably ready for DirectX.

Should I learn DX11 DX12?

You should focus on learning Direct3D 11 before tackling Direct3D 12. DirectX 12 is an API designed for graphics experts and is quite unforgiving to newbies. Also, if you want to use DirectX Raytracing, DirectML, or Shader Model 6, you need to use DirectX 12 instead of DirectX 11.

Should I learn OpenGL or DirectX first?

So my bottom line is: Both are fine, OpenGL gives you cross platform code (Provided you write it), and DirectX gives you more game development oriented tools and libraries. If it’s all about getting started as fast as possible, I’d recommend OpenGL on a NVidia GPU.

READ ALSO:   How much water should you drink hourly?

Is DirectX worth learning?

Is it worth it to learn DirectX? Yes. Understanding how a graphics pipeline works is important knowledge for a game programmer. A basic understanding of the DirectX pipeline is valuable for a general game programmer and a deep understanding is good for a graphics programmer.

Is Vulkan better than dx12?

According to the previous benchmark and results from the gamers, Vulkan provides a better frames rate which is almost about 5\% higher than direct x 12 but direct X 12 offers a smoother experience overall it is more consistent in nature but the benchmark put it slightly behind the Vulkan.

Is DX11 better than DX12?

DirectX 12 debuted two years back, promising significant performance and efficiency boosts across the board. This includes better CPU utilization, closer to metal access as well as a host of new features most notably ray-tracing or DXR (DirectX Ray-tracing).

What’s better dx11 or dx12?

Which graphics API should I learn?

You should be learning OpenGL first, as that is the standard for Graphics, across so many platforms. Even if there is a newer library, understanding the basics, and working with a language that is used all over the industry, is very important… Especially since Vulkan wont be used in Big Companies for awhile, since.

READ ALSO:   Do producers fund the movie?

Does unity use OpenGL or DirectX?

Unity has the ability to use DirectX 11 and OpenGL Core graphics APIs, with all the features that you expect from them: compute shaders, tessellation shaders, shader model 5.0 and so on.

Which is better for BlueStacks OpenGL or DirectX?

OpenGL and DirectX have the same functions to perform. Some games work better with OpenGL while others perform smoother with DirectX, depending upon their specific graphics needs. Most games work without any issues with the default settings on BlueStacks and you won’t have to change this setting in most cases.

What is the best book to learn Direct3D11?

Frank Luna’s book are very good for learning DirectX where one doesn’t need to cram the syntax and get the mathematical detail of everything what’s going on. If you want a solid and up to date textbook then I highly recommend Practice Rendering and Computation with Direct3D11.

What’s new in DirectX?

READ ALSO:   Does Mailchimp automatically remove bounced emails?

Frank D. Luna explores the newest developments that come with this edition of DirectX, how to make the most of 3D lighting, texturing, reflections, animation, and other vital elements.

What is the best book to start learning OpenGL and DirectX?

For OpenGL, the OpenGL SuperBible 5th edition was just released only a few months ago, and is considered a fantastic, highly rated book for not only learning OpenGL 3 (Part 1 of the book), but it also goes into advanced OpenGL topics in Parts 2 and 3. For DirectX, what is the current material we should be reading to learn?

What are the topics covered in the direct 3D book?

Beginning with an overview of required mathematical prerequisites, the volume covers topics such as Direct 3D foundational principles; lighting, texturing, and blending; shaders; cube mapping; ambient occlusion; meshes; and character animation. A series of appendices cover technical data and additional advanced topics and examples.