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Seeking Graphics Programmers for a Game App DirectX11 Porting Project

Started by October 31, 2024 03:09 PM
4 comments, last by Admirable 3 weeks, 3 days ago

Hey everyone,

I’m looking for talented graphics programmers experienced with DirectX9 and DirectX11 to help port a legacy DX9 game app project to DX11 and fix some minor problems caused by a previous team member. Most importantly, we want to enhance the rendering of textures and fonts and 3D models, etc etc, and I believe porting to DX11 would be a great first step because it handles things more efficiently. We would like to be able to use Direct2D instead of GDI for font rendering and port the app to use Unicode charset instead of Multibyte, for example, among other things. All in all, this project has huge potential and could be very lucrative once we launch, I'm speaking 8-20k euro a month.

I am very excited about what this can do for us all. If you are interested or know someone who might want to help, please reach out and I'll give you my Discord ID!

With love.

This thread has been moved to Hobby Project Classifieds. @admirable , recruiting/team-building/collaborating (as in "I'm looking for talented graphics programmers…") is not permitted in the discussion forums. Before posting again, please review our community guidelines. Good luck with your porting project.

-- Tom Sloper -- sloperama.com

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Are you sure DX12 wouldn't be better? The thing is with shader model 6.6 DX12 became so easy to work with. It can be extremely simplified. In fact, all all the headache with root parameters, descriptor tables and ranges can be voided and replaced with a single command (SetConstantBuffer<T>("constBufferName", const T& value).

Entire bindless framework can be fitted in 1000 lines of code (2 files), have only 11 commands and support everything (raytracing, gpu driven pipeline, mesh shaders).

In contrast, all other frameworks (derived from MiniEngine) have around 100 files and 20 000 lines of code. It is messy to write and messy to work with (literally required 20x more code to declare and track all those root params and stuff).

I would highly recommend simplified DX12 framework.

iko iko, you're right, I agree with you! It looks like the updates in DX12, especially with shader model 6.6, make things a lot easier. I’d love to dive deeper into this. Would you be willing to have a chat on Discord and potentially join us? If so, please let me know, and I will send you my ID in a DM.

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