Mazeline·Nov 3, 2025DirectX 12 Ultimate 차세대 그래픽스 기술맨날 남들이 만들어놓은 게임엔진의 렌더링만 그냥 가져다 쓰다보니 앞으로의 트렌드가 어떻게 변할지 관심이 잘 가지않다가 이런 저런 이유로 어떤 것들의 특성을 잘 알아야 미래의 최적화 전략을 수립하는데 도움이 될까 하여 정리를 해 봤습니다. 지하철…
InMore Deeper Rendering & C++ Programming LanguagebyHyunsuYu·Oct 30, 2025Create basic windows native application with Win32 API — 1. WNDCLASSContinuing from the previous ‘WinMain & wWinMain’ section, we will learn about the composition and meaning of WNDCLASS’s member variables…
InMore Deeper Rendering & C++ Programming LanguagebyHyunsuYu·Oct 30, 2025Create basic windows native application with Win32 API — 0. WinMain & wWinMainWhile we will now build a rendering pipeline directly using low-level graphics APIs, from DirectX to Vulkan, and implement various…
Max Pushkarev·Nov 8, 2024Mass Spring System. Cloth simulation in CUDA and DirectX 12In this story I created a very basic example of cloth simulation fully implemented on GPU side: just using some CUDA kernels for physics…
Kirill Valitskii·Nov 4, 2024Introduction to DirectX 12 Graphics Engine: Part 2Building on Part 1, this article dives deeper into key aspects of DirectX 12 graphics engine development.
Allen·Apr 11, 2024Game Engine Stories: First Triangle in VulkanIntroductionA response icon2A response icon2
Mathew Odwyer·Dec 24, 2023Mastering Abstraction and Interfaces: Crafting a Rendering APIDesigning a renderer is undoubtedly an experience, irrespective of the API you choose. Whether you’re working with Vulkan, DirectX, or…
Max Pushkarev·Nov 28, 2023Mesh shaders in Unity with Direct 3D 12Mesh shading is the fundamentally new render pipeline concept. To say it simply: mesh shading is about preparing geometry for rasterizer…
Max Pushkarev·Dec 27, 2022Screen-space Variable Rate Shading in Unity with DirectX 12.Very often different game projects have perfomance issues around pixel fillrate on GPU. If profiling tools show you that it’s an actual…