Last time, we set up the graphics engine architecture, consisting of a high-level renderer and one or more low-level renderers. We also started implementing a DirectX 12 renderer and, so far, we successfully initialized a Direct3D device that represents the graphics card. In this episode, we'll be writing the code for submitting work to the GPU using commands.
(Red Episode)
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About the intro: This is an animation I made back in 2003 using NewTek Lightwave on a Pentium 3 PC. Doing a fully raytraced rendering in a tiny 640*480 resolution took several hours. I believe I let it run over night to render 11 seconds of animation! Hopefully, I'll be able to do this in real-time using Primal engine, someday :)
keywords: graphics rendering, direct3d 12, directx 12
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries