To asnwer your specific questions, DirectX is an API to facilitate running high performance graphics and sound on the computer. You will still write your game logic in C/C++, as I recall DirectX has some classes for dealing with user input as well. With respect to API changes between 9, 10, and 11 I do not really know, but I cannot imagine that a good programmer would have difficulty figuring it out, given a well written book and MSDN. I should also mention here, that I don't do much native DirectX programming, so take my words about API changes with a grain of salt.

DirectX is a collection of application programming interfaces (API). The components of the DirectX API provides low-level access to the hardware running on a Windows based Operating System [1].


Beginning Directx 10 Game Programming Free Download


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Select Configuration Properties > Debugging and change the Working Directory to $(OutDir) for both the Debug and Release configurations. Doing this will ensure that the current working directory will be correctly set to the location of our executable file so that we can express paths in the application relative to the executable (instead of relative to the project folder which usually is a major cause of confusion for beginning programmers).

The shader language for DirectX is called High Level Shading Language (HLSL). HLSL is a C-like (and C++-like as of shader model 5.0) programming language that has support for variables, structs (and interfaces and classes as of shader model 5.0), functions, and various flow control constructs such as if, for, while, do, and switch.

HLSL has another kind of language syntax which is not used in C or C++ programming called semantics. A semantic is a name which is associated to a shader input or output variable. Semantics are required on all variables that are passed between shader stages. In the generic case, the value of the semantic is arbitrary. The only requirement is that there is a matching semantic associated to an output variable in the source shader stage with an input variable in the destination shader stage. For example, the vertex shader might declare an output variable called out_color of type float4 which is associated to the COLOR semantic and the pixel shader declares an input variable called in_color of type float4 which is also associated to the COLOR semantic. This will cause the value of the out_color variable declared in the vertex shader to be connected to the value of the in_color variable in the pixel shader.

On line 32, the combined model-view-projection matrix is computed by multiplying the projection, view, and world matrix together. You will notice that we are post-multiplying the world matrix by the view matrix and the model-view matrix by the projection matrix. If you have done some programming with DirectX in the past, you may have used row-major matrix order in which case you would have swapped the order of multiplications. Since DirectX 10, the default order for matrices in HLSL is column-major so we will stick to this convention in this demo and future DirectX demos.

This book presents an introduction to programming interactive computer graphics, with an emphasis on game development, using Direct3D 12. It teaches the fundamentals of Direct3D and shader programming, after which the reader will be prepared to go on and learn more advanced techniques. The book is divided into three main parts. Part I explains the mathematical tools that will be used throughout this book. Part II shows how to implement fundamental tasks in Direct3D, such as initialization, defining 3D geometry, setting up cameras, creating vertex, pixel, geometry, and compute shaders, lighting, texturing, blending, stenciling, and tessellation. Part III is largely about applying Direct3D to implement a variety of interesting techniques and special effects, such as working with meshes, character animation, picking, particle systems, environment mapping, normal mapping, real-time shadows, and ambient occlusion.

It should be emphasized that this is an introduction to Direct3D 12, shader programming, and game programming; it is not an introduction to general computer programming. The reader should satisfy the following prerequisites:

Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name DirectX was coined as a shorthand term for all of these APIs (the X standing in for the particular API names) and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the X was used as the basis of the name Xbox to indicate that the console was based on DirectX technology.[3] The X initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite.

In late 1994, Microsoft was ready to release Windows 95, its next operating system. An important factor in its value to consumers was the programs that would be able to run on it. Microsoft employee Alex St. John had been in discussions with various game developers asking how likely they would be to bring their MS-DOS games to Windows 95, and found the responses mostly negative, since programmers had found that the Windows environment did not provide the necessary features which were available under MS-DOS using BIOS routines or direct hardware access.[6] There were also strong fears of compatibility; a notable case of this was from Disney's Animated Storybook: The Lion King which was based on the WinG programming interface.[7] Due to numerous incompatible graphics drivers from new Compaq computers that were not tested with the WinG interface which came bundled with the game, it crashed so frequently on many desktop systems that parents had flooded Disney's call-in help lines.[8][9]

Most of the work by the three was done among other assigned projects starting near the end of 1994.[9] Within four months and with input from several hardware manufacturers, the team had developed the first set of application programming interfaces (APIs) which they presented at the 1995 Game Developers Conference.[9] The SDK included libraries implementing DirectDraw for bit-mapped graphics,[11] DirectSound for audio,[12] and DirectPlay for communication between players over a network.[13] Furthermore, an extended joystick API already present in Windows 95 was documented for the first time as DirectInput,[14] while a description of how to implement the immediate start of the installation procedure of a software title after inserting its CD-ROM, a feature called AutoPlay, was also part of the SDK.[15] The "Direct" part of the library was so named as these routines bypassed existing core Windows 95 routines and accessed the computer hardware only via a hardware abstraction layer (HAL).[16] Though the team had named it the "Game SDK" (software development kit), the name "DirectX" came from one journalist that had mocked the naming scheme of the various libraries. The team opted to continue to use that naming scheme and call the project DirectX.[8]

Prior to DirectX Microsoft had added OpenGL to their Windows NT platform.[21] OpenGL had been designed as a cross-platform, window system independent software interface to graphics hardware by Silicon Graphics, Inc. to bring 3D graphics programming into the mainstream of application programming. Besides it could also be used for 2D graphics and imaging and was controlled by the Architectural Review Board (ARB) which included Microsoft.[22][23] Direct3D was intended to be a Microsoft controlled alternative to OpenGL, focused initially on game use. As 3D gaming grew game developers were discovering that OpenGL could be used effectively for game development.[24] At that point a "battle" began between supporters of the cross-platform OpenGL and the Windows-only Direct3D.[25] Incidentally, OpenGL was supported at Microsoft by the DirectX team. If a developer chose to use the OpenGL 3D graphics API in computer games, the other APIs of DirectX besides Direct3D were often combined with OpenGL because OpenGL does not include all of DirectX's functionality (such as sound or joystick support).

The primary feature highlight for the new release of DirectX was the introduction of advanced low-level programming APIs for Direct3D 12 which can reduce driver overhead. Developers are now able to implement their own command lists and buffers to the GPU, allowing for more efficient resource utilization through parallel computation. Lead developer Max McMullen stated that the main goal of Direct3D 12 is to achieve "console-level efficiency on phone, tablet and PC".[55] The release of Direct3D 12 comes alongside other initiatives for low-overhead graphics APIs including AMD's Mantle for AMD graphics cards, Apple's Metal for iOS and macOS and Khronos Group's cross-platform Vulkan.

In 2002, Microsoft released a version of DirectX compatible with the Microsoft .NET Framework, thus allowing programmers to take advantage of DirectX functionality from within .NET applications using compatible languages such as managed C++ or the use of the C# programming language. This API was known as "Managed DirectX" (or MDX for short), and claimed to operate at 98% of performance of the underlying native DirectX APIs. In December 2005, February 2006, April 2006, and August 2006, Microsoft released successive updates to this library, culminating in a beta version called Managed DirectX 2.0. While Managed DirectX 2.0 consolidated functionality that had previously been scattered over multiple assemblies into a single assembly, thus simplifying dependencies on it for software developers, development on this version has subsequently been discontinued, and it is no longer supported. The Managed DirectX 2.0 library expired on October 5, 2006. 0852c4b9a8

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