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Tutorial Part I

The Basics

​Chap 0/100​: ​Setup a new project​ with Visual Studio 2010​

 

​- Unicode support
- Runs on Windows 32bits and 64bits platform.
- Memory leak debugging

 

Chap 1/100: Setting up the 1st main Window

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- Unicode support
- Runs on Windows 32bits and 64bits platform.
- Memory leak debugging

​

 

Chap 2/100: Detect HW and Initializing DX11

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- Setup a High performance Application for real-time 3D rendering using DirectX 11

 

​Chap 3/100: Application Frame Processing

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- Setup a high performance for real-time 3D rendering using DirectX 11

- All default windows commands now work:

  Minimize, maximize, re-seize

  Swap: Full Screen Mode

​​Chap 4​/100​: ​Loading a 3D or a 2D Wavefront .obj file

 

- Adding a Static 2D Object loader: Wavefront .obj file format.

- Adding the Shader Manager and the main Camera

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USING SHADER: MY_SHADER_COLOR

 

​​Chap 5/100: ​XML CFG File Loader / Simple Terrain Ground

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-Adding a Integrated and fast XML parser for application settings.

-Loading previous 2D object but now with a Texture instead of a Color

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USING SHADER: MY_SHADER_TEXTURE

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​Chap 6/100: Keyboard input / Infinite Terrain Ground

 

- Adding Keyboard using Direct Input.

- Adding Player Class (to manager the Input State)

(Use left and right keys to rotate wolf in Y axis)

(Use esc key to close window)

-Loading a 3D object with the same texture shader

 

USING SHADER: MY_SHADER_TEXTURE

​Chap 7/100: 2D (orthogonal projection) for Sprites​ / Sky and Fixed Camera

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- Swap Night Sky and Day Sky

- Replace the blue color with a 3D Sky with Day Texture

- Sprites as banner title are 2D screen objects with orthogonal projection

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USING SHADER: ​MY_SHADER_TEXTURE with alpha channel.

​Chap 8/100: 2D IMAGES (orthogonal projection) for Text Fonts

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- Added also a 3D Sky object with a Night Texture

- Add support for Text Font (part I), orthogonal projection

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USING SHADER:

Text Font: ​MY_SHADER_BLEND_TEXTURE_PIXEL (Texture Shader with alpha channel)

Terrain: ​MY_SHADER_TEXTURE

​​Chap9/100: A Heightmap Terrain in our infinite water world

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- A flat Heightmap Terrainis now our world.

- The infinite terrain is now the water.

 

USING SHADER:

Text Font: ​MY_SHADER_BLEND_TEXTURE_PIXEL (Texture Shader with alpha channel)

Terrain: ​MY_SHADER_TEXTURE

​​​Chap10/100: ​Exploring the Moon and the Sun (with Billboards)

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- Moon and Sun as high definition Billboard

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USING SHADER:

Text Font: ​MY_SHADER_BLEND_TEXTURE_PIXEL (Texture Shader with alpha channel)

Terrain: ​MY_SHADER_TEXTURE

Monn and Sun: ​MY_SHADER_BLEND_TEXTURE_COLOR

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