- Hello, world!
- PBR
- Clouds
- Water
- Terrain
- A shader compiler that makes it easy to expose and attach shader constants to debug gui and share structs.
struct my_constants { float foo; // @sp_debug(min=0.0, max=0.0, slider=true) };
Are there any existing tools for dealing with SAS other than the deprecated Effects framework?
- https://developer.nvidia.com/ue4-sun-temple
- https://github.com/KhronosGroup/glTF-Sample-Models/tree/2eaf839717bba9ceb869dc1819af6e1bb98cfd3a/2.0/Sponza
- https://sketchfab.com/models/58bcabeb9be84755b44e8bcc8867be37
- https://docs.microsoft.com/en-us/windows/desktop/direct3d12/directx-12-programming-guide
- https://software.intel.com/en-us/blogs/2014/07/23/direct3d-12-overview-part-2-pipeline-state-object
- https://software.intel.com/en-us/blogs/2014/07/30/direct3d-12-overview-part-3-resource-binding
- https://software.intel.com/en-us/blogs/2014/08/07/direct3d-12-overview-part-4-heaps-and-tables
- https://software.intel.com/en-us/blogs/2014/08/14/direct3d-12-overview-part-5-bundles
- https://software.intel.com/en-us/blogs/2014/08/22/direct3d-12-overview-part-6-command-lists
- https://software.intel.com/en-us/blogs/2014/08/27/direct3d-12-overview-part-7-dynamic-heaps
- https://software.intel.com/en-us/blogs/2014/09/05/direct3d-12-overview-part-8-cpu-parallelism
- https://software.intel.com/en-us/articles/tutorial-migrating-your-apps-to-directx-12-part-1
- https://software.intel.com/sites/default/files/managed/4a/38/Efficient-Rendering-with-DirectX-12-on-Intel-Graphics.pdf (Resource Binding)
- https://github.com/vinjn/awesome-d3d12
- Advanced Graphics Tech: Moving to DirectX 12: Lessons Learned https://www.gdcvault.com/play/1024656/Advanced-Graphics-Tech-Moving-to
- https://software.intel.com/en-us/articles/introduction-to-resource-binding-in-microsoft-directx-12
- Microsoft DirectX 12 and Graphics Education https://www.youtube.com/channel/UCiaX2B8XiXR70jaN7NK-FpA/videos
- Rendering Hitman with DirectX 12 https://gdcvault.com/play/1023508/Advanced-Graphics-Techniques-Tutorial-Day
- Approaching Minimum Overhead with Direct3D12 http://developer.download.nvidia.com/assets/gameworks/downloads/regular/events/cgdc15/Approaching%20Minimum%20Overhead%20with%20Direct3D12_en.pdf
- https://www.gamasutra.com/blogs/EgorYusov/20170407/295590/Efficient_D3D12_Descriptor_Heap_Management_System.php
- Getting the best out of Direct3D12 http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Getting-the-best-out-of-D3D12.ppsx
- Direct3D12 A new Meaning and Efficiency for Performance http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/D3D12-A-new-meaning-for-efficiency-and-performance.ppsx
- https://channel9.msdn.com/Events/GDC/GDC-2015/Advanced-DirectX12-Graphics-and-Performance
- https://mynameismjp.wordpress.com/2016/03/25/bindless-texturing-for-deferred-rendering-and-decals/
- https://www.gamedev.net/forums/topic/686440-d3d12-descriptor-heap-strategies/