- Window creation
- Windows Message Loop Handling
- Mouse and Keyboard Handling
- Custom Error Reporting
- Separate Application Class
- Working with the DirectX Flip/Swap Chain
- Working with the Windows Runtime C++ Library (WRL) COM Pointers
- Drawing First objects
- Introduce Constant Buffers
- Introduce actual 3D primitive objects
- Custom Bindables and Drawables system for the pipeline
- Mapping Textures
- Introducing a GUI
- Dynamic Lighting
- Importing assets (using the 'assimp' library)
- Material loading
- Normals mapping
- Mipmapping
- Anisotropic Filtering
- Alpha Blending / Transparency
...
Huge thanks to the original author as this project wouldn't be possible without this tutorial series.
- https://wiki.planetchili.net
- https://www.youtube.com/playlist?list=PLqCJpWy5Fohd3S7ICFXwUomYW0Wv67pDD
- https://github.com/planetchili/hw3d
No usage for now, I don't really see a point of releasing and unfinished engine.
Usage will probably be added when it's complete.
The motivation behind creating this was to help me understand GPU pipelining and familiarize with the overall schematics of low-level GPU Programming.