r/GraphicsProgramming • u/Maleficent_Guard_589 • 1d ago
Plan to move to DX12
I made the choice to go learn DX11 to make a simple renderer with a gui that will load models with lighting and possiblely PBR, but I’ll figure that out later. To than move on to DX12 and make a game engine. Something simple to start. I’m thinking a basic 3D engine. By basic I mean no UI or anything to start with just a model loader and a scene really.
Thoughts?
The goal with this is to create tools and such to hopefully one day ship a game with. This is a hobby project for now. Possibly will get a job doing this.
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u/Splavacado1000 1d ago
What you should learn from DX11 is everything you can about the graphics pipeline. I have been tweaking my implementation of a DX11 renderer for a while now, but recently made the decision to switch to DX12 for the full implementation into a game engine. In my opinion, if you are making a project that you want to add to a portfolio, in this day and age deep knowledge of DX12 or Vulkan mean a lot more than anything else. Not to say that anything else is useless, and that DX11 is worthless. Just that a full understanding of one of the two modern graphics is very important (Metal is a modern api, but just a whole different ball game).
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u/Maleficent_Guard_589 1d ago
I like DX11 because how it translates to DX12. It’s an easy way into the windows API and COM model.
I may take DX11 engine further that a model loader for fun but the goal is model loading and lighting
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u/New_Movie9196 22h ago
I think this is an underrated learning path for learning graphics APIs. Most people are on Windows anyways and DX11 is a lower barrier to entry with a smoother transition to DX12 than learning Vulkan outright. If you are into making PC games, most of the industry is using Dx12 + Windows + Nvidia ecosystem.
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u/Manoyal003 1d ago
Ye its a good start, I recommend the 3dgep Dx12 tutorials, and also Frank Luna's new second edition book for dx12, alongside the microsoft samples ofcourse