Reference Summary: In the last video, I made a render surface class that uses a DXGI swap chain and today I'm going to integrate that class into our ... In the last video, we finally got our first render to look correct and did a couple of improvements along the way as well.

Game Engine Programming 036 2 Infrastructure For Engine Shaders C Game Engine -

In the last video, I made a render surface class that uses a DXGI swap chain and today I'm going to integrate that class into our ... In the last video, we finally got our first render to look correct and did a couple of improvements along the way as well. In episode 35, I talked about creating pipeline state objects (PSOs) and we saw that we can use a PSO to load

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  • In the last video, I made a render surface class that uses a DXGI swap chain and today I'm going to integrate that class into our ...
  • In the last video, we finally got our first render to look correct and did a couple of improvements along the way as well.
  • In episode 35, I talked about creating pipeline state objects (PSOs) and we saw that we can use a PSO to load
  • Previously, we finished the code that handles the transfer of light data to the GPU, using resource buffers.

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Game Engine Programming 036.2 - Infrastructure for engine shaders | C++ Game Engine

Game Engine Programming 036.2 - Infrastructure for engine shaders | C++ Game Engine

In episode 35, I talked about creating pipeline state objects (PSOs) and we saw that we can use a PSO to load

Game Engine Programming 048.2 - Material shaders | C++ Game Engine

Game Engine Programming 048.2 - Material shaders | C++ Game Engine

Read more details and related context about Game Engine Programming 048.2 - Material shaders | C++ Game Engine.

Game Engine Programming 052.3 - Compiling HLSL shader variations | C++ Game Engine

Game Engine Programming 052.3 - Compiling HLSL shader variations | C++ Game Engine

In the last video, we finally got our first render to look correct and did a couple of improvements along the way as well. Now we're ...

Game Engine Programming 032.2 - Using the render surface | C++ Game Engine

Game Engine Programming 032.2 - Using the render surface | C++ Game Engine

In the last video, I made a render surface class that uses a DXGI swap chain and today I'm going to integrate that class into our ...

Game Engine Programming 036.3 - Compiling HLSL shaders with DXC | C++ Game Engine

Game Engine Programming 036.3 - Compiling HLSL shaders with DXC | C++ Game Engine

Read more details and related context about Game Engine Programming 036.3 - Compiling HLSL shaders with DXC | C++ Game Engine.

writing my own game engine (vulkan/c++) // hidden in shaders

writing my own game engine (vulkan/c++) // hidden in shaders

Read more details and related context about writing my own game engine (vulkan/c++) // hidden in shaders.

Game Engine Programming 054.2 - Forward Shading | C++ Game Engine

Game Engine Programming 054.2 - Forward Shading | C++ Game Engine

Previously, we finished the code that handles the transfer of light data to the GPU, using resource buffers. Today, we're going to try ...

Game Engine Programming 058.2 - Tile-based light culling: Intersection testing | C++ Game Engine

Game Engine Programming 058.2 - Tile-based light culling: Intersection testing | C++ Game Engine

Read more details and related context about Game Engine Programming 058.2 - Tile-based light culling: Intersection testing | C++ Game Engine.

nMage Game Engine Day 2 - Input and OpenGL Shader Compilation

nMage Game Engine Day 2 - Input and OpenGL Shader Compilation

Read more details and related context about nMage Game Engine Day 2 - Input and OpenGL Shader Compilation.

Game Engine Programming 049.2 - Finishing low-level materials | C++ Game Engine

Game Engine Programming 049.2 - Finishing low-level materials | C++ Game Engine

Read more details and related context about Game Engine Programming 049.2 - Finishing low-level materials | C++ Game Engine.