C++ 3D DirectX Tutorial [Introduction] 0

ChiliTomatoNoodle
16 Dec 201807:48

Summary

TLDRIn this introductory video, Chili welcomes viewers to the 'Hardware 3D' series, which focuses on mastering 3D graphics using Direct3D 11. The series will cover everything from setting up a Direct3D pipeline, creating shaders, to learning HLSL and working with key graphics concepts like textures, matrices, and resource management. While the focus is on Direct3D 11, future topics might explore Vulkan and Direct3D 12. Chili emphasizes the importance of starting with Direct3D 11 for a solid foundation, offering tutorials, code examples, and community support to help learners master the material.

Takeaways

  • 😀 Direct3D 11 is the ideal starting point for learning hardware 3D concepts, offering the best balance of control and simplicity for beginners.
  • 😀 While Direct3D 12 and Vulkan are powerful, Direct3D 11 provides a stronger foundation for beginners, making it easier to transition to other graphics APIs later.
  • 😀 The series will cover creating immersive visuals, graphical effects, and working with mathematical equations using Direct3D.
  • 😀 Windows 32 programming is a key prerequisite for this series, as you need to create a window to initiate Direct3D operations.
  • 😀 The series will start by setting up the Direct3D pipeline, which includes the device, swap chain, shaders, and various pipeline units.
  • 😀 The deep dive into shaders, especially vertex and pixel shaders using HLSL, will be a significant part of the course.
  • 😀 The series will also address resource loading (e.g., textures) and the use of math libraries for manipulating vectors and matrices.
  • 😀 In addition to shaders, the course will cover pipeline units like depth buffers, rasterizers, samplers, and blending.
  • 😀 Some advanced topics like real-time shadows, mirrors, portals, and multi-pass shading might be included depending on the series' progression.
  • 😀 To follow along, you'll need Windows 7, Microsoft Visual Studio (2017 or higher), and a Direct3D 11-supported graphics card, with a GTX 670 used in the examples.

Q & A

  • What is the primary focus of the 'Hardware 3D' tutorial series?

    -The primary focus of the 'Hardware 3D' tutorial series is to teach how to create immersive visuals and 3D worlds, craft unique graphical effects, and manipulate mathematical equations using Direct3D. The series emphasizes learning hardware 3D concepts in a step-by-step manner.

  • Why is Direct3D 11 chosen as the starting point for the tutorial series instead of Direct3D 12 or Vulkan?

    -Direct3D 11 is chosen because it offers the best tools for debugging, a balanced control over the hardware, and an established body of learning resources. It provides a smoother learning experience for beginners and offers a solid foundation for later learning Direct3D 12 or Vulkan.

  • What are the initial topics covered in the tutorial series?

    -The initial topics include creating a window using Windows 32, setting up the Direct3D pipeline (such as the device, swap chain, and pipeline units), and getting a basic shader up and running.

  • What will be the main focus of the tutorial after establishing the Direct3D pipeline?

    -After establishing the Direct3D pipeline, the series will focus on learning about shaders, including vertex and pixel shaders, HLSL (High-Level Shading Language), and other aspects like loading resources, using math libraries for vector and matrix manipulation, and working with pipeline units such as the depth buffer, rasterizer, and blender.

  • Will the tutorial series cover advanced topics like real-time shadows and deferred multi-pass shading?

    -Yes, advanced topics such as real-time shadows, mirrors, portals, and possibly deferred multi-pass shading may be included either in this series or in the next series, depending on the progress and scope.

  • What is the prerequisite knowledge for this tutorial series?

    -The series builds off the Planet Chile program, which covers C++, computer science fundamentals, software engineering, low-level implementation details, and graphics math. However, even if viewers haven't completed the previous program, they can still follow the series and gain a general understanding of hardware-accelerated 3D and Windows API programming.

  • What tools and software are required to follow along with this tutorial series?

    -To follow along with the tutorial series, you will need Windows 7, Microsoft Visual Studio (version 2017 or higher), and a graphics card that supports Direct3D 11. A GTX 670 graphics card is used for the tutorials, but you could also use a software driver, though performance will be slower.

  • How can viewers access the code for the tutorial videos?

    -The code for all the videos will be made available via Git. Viewers can download the code and follow along. They can also check the repository's history to see what was added at every stage and create branches to explore different versions of the project.

  • What common issues might viewers encounter when building the project code, and how can they resolve them?

    -Viewers may encounter errors due to a mismatch in the Windows SDK version between their system and the tutorial project. To resolve this, they can retarget the project in Visual Studio or adjust the SDK version in the project properties to match what they have installed.

  • What additional resources are provided alongside the video tutorials?

    -Additional resources include the tutorial's wiki, which contains links to the code, updates, corrections, and detailed information for each video. Each video also has a dedicated page on the wiki for up-to-date information.

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Étiquettes Connexes
3D ProgrammingDirect3D 11ShadersGraphics EffectsHardware GraphicsTutorial SeriesBeginner FriendlyWindows APIGame DevelopmentC++ ProgrammingSoftware Engineering
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