DirectX&Direct 3D官方资料收集

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DirectX SDK Technical Articles

This section contains a series of technical articles about developing games for Microsoft Windows.

64-bit programming for Game Developers

Making Video Games Accessible: Business Justifications and Design Considerations

Authenticode Signing for Game Developers

Best Security Practices in Game Development

Cascaded Shadow Maps

Coding For Multiple Cores on Xbox 360 and Microsoft Windows

Common Techniques to Improve Shadow Depth Maps

Crash Dump Analysis

Debugging with Symbols

Direct3D 10 Frequently Asked Questions

Direct3D 11 Deployment for Game Developers

DirectX Graphics Infrastructure (DXGI): Best Practices

DirectX Frequently Asked Questions

DirectX Installation for Game Developers

Disabling Shortcut Keys in Games

Game Timing and Multicore Processors

Windows Firewall for Game Developers

Games for Windows: Technical Requirements

Games for Windows: Test Cases

Graphics APIs in Windows

Install-on-Demand for Games

Installation and Maintenance of Games

Installation Best Practices for Massively Multiplayer Online Games

Installing and Using Input Method Editors

Introduction to the 10-Foot Experience for Windows Game Developers

Lockless Programming Considerations for Xbox 360 and Microsoft Windows

Optimizing DVD performance for Windows Games

Patching Game Software in Windows XP, Windows Vista, and Windows 7

Resource Management Best Practices

Simplifying Game Installation

Taking Advantage of High-Definition Mouse Movement

The Direct3D Transformation Pipeline

Top Issues for Windows Titles

Top Tools and Techniques for Making More Robust Windows Games

User Account Control for Game Developers

Using an Input Method Editor in a Game

Windows Games Explorer for Game Developers

Windows Installer for Game Developers

XACT Implementation Differences on Microsoft Windows and Xbox 360

XACT: Implementing Localization (and Localisation)

XACT Project Collaboration Techniques

收集自:http://msdn.microsoft.com/zh-cn/library/ee416994(en-us,VS.85).aspx

 

 

Samples for Direct3D 11

The following samples demonstrate the newest techniques incorporated into Direct3D 11:

In This Section

AdaptiveTessellationCS40 Sample Illustrates how to implement a simple adaptive tessellation scheme using Compute Shader 4.0. BasicCompute11 Sample Illustrates the basic usage of DirectX11 Compute Shader by implementing array A + array B. Basic HLSL Sample Illustrates how to load a mesh, create vertex and pixel shaders from files, and then use the shaders to render the mesh. BC6HBC7EncoderDecoder11 Sample Illustrates how to implement BC6H/BC7 encoding/decoding using Compute Shader 4.0 acceleration. Cascaded Shadow Maps Sample Illustrates cascaded shadow maps and common techniques to improve shadow maps. ComputeShaderSort11 Sample Illustrates the basic usage of the DirectX 11 Compute Shader 4.0 feature to implement a bitonic sort algorithm. ContactHardeningShadows11 Sample Illustrates how to create contact hardening shadows. DDSWithoutD3DX11 Sample Illustrates loading a DDS file into a texture without using D3DX helper functions. DetailTessellation11 Sample Illustrates how to do true displacement mapping with the tessellator. Dynamic Shader Linkage 11 Sample Illustrates how to dynamically link at run time. EmptyProject11 Sample Provides a bare-bones Direct3D application as a convenient starting point for your own project. HDRToneMappingCS11 Sample Illustrates how to implement tone mapping with a compute shader. MultithreadedRendering11 Sample Illustrates how to split rendering among multiple threads. NBodyGravityCS11 Sample Shows an N-Body particle system implemented using Compute Shader 4.0. OIT11 Sample Demonstrates a technique for achieving order independent transparency in Direct3D 11. PNTriangles11 Sample Tessellates low-res meshes to high-res meshes based on normals. SimpleBezier11 Sample Illustrates the basic usage of the DirectX 11 tessellation feature to render a simple cubic Bezier patch. SimpleSample11 Sample Provides a basic starting point for creating a Direct3D project. SubD11 Sample Illustrates how to use tessellation to render a subdivision surface. VarianceShadows11 Sample Illustrates how to use cascaded shadow maps with variance shadow maps. WindowsTouch11 Sample Illustrates how to use Windows Touch in a top-down style game.

收集自:http://msdn.microsoft.com/zh-cn/library/ee416567(en-us,VS.85).aspx

 

 

DirectX SDK (August 2009) DirectX Software Development Kit DirectX Audio DirectX Input Windows Games Explorer Technical Articles Samples and Tutorials

http://msdn.microsoft.com/zh-cn/library/cc440757(en-us).aspx

 

DirectX Developer Center

http://msdn.microsoft.com/zh-cn/directx/default(en-us).aspx

转载于:https://www.cnblogs.com/wuhenke/archive/2009/12/23/1630262.html

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