Today, after almost a year of game engine programming videos, I'm really excited to finally start working on the graphics renderer! So far we've been defining a lot of general architecture for the game engine and I think that will help us a lot with not getting too distracted during implementation of a big subsystem like the graphics engine. Now that we have an idea of how to structure the data within the engine, things like entities and their components and making systems that are platform and API-agnostic, it will be hopefully easier to take any subsystem and implement it in isolation without having to worry much about how it will fit in the rest of the engine. I'll start this episode by creating a high-level renderer which exposes an interface to the rest of the engine for graphics rendering. We then can go ahead and plug in a low-level renderer that will use an API of our choice, which in my case is DirectX 12. So today, I'll also get us up and ready for developing a DirectX 12 renderer.
(Red Episode)
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keywords: graphics rendering, direct3d 12, directx 12, dxgi
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries
I know you have mentioned in prior videos about not necessarily needing a game engine for your game but for me personally, I feel like this program is a huge step towards making something playable if nothing else. It’s also been a lot of fun working on it and it’s definitely given me some ideas for future projects, whether they be games or not. I recommend you https://masterbundles.com/graphics/patterns/christmas/ source for Christmas templates. It’s really powerful stuff and I’ve barely scratched the surface with it.