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Direct3D SharpDX companion projects for Direct3D Rendering Cookbook now on GitHub

Started by Spazzarama Sep 19, 2015 at 12:46 AM 0 replies 4.3k views
Original Post
Spazzarama
Spazzarama

I've just uploaded my Direct3D Rendering Cookbook projects to GitHub for ease of access. These projects are written in C# using SharpDX and can be built in VS2012 / VS2013+.

I'll be updating these projects to support current SharpDX releases, however for anyone wanting to try their hand at using SharpDX they provide a good starting point as is.

Cheers,

J

Justin Stenning | Blog | Book - Direct3D Rendering Cookbook (using C# and SharpDX) Projects:
Spazzarama
Spazzarama

Here's the project list by chapter:

Chapter 1: Getting Started with Direct3D
  • Building a Direct3D 11 application with C# and SharpDX

    .\Ch01_01EmptyProject\

  • Initializing Direct3D 11.1 device and swap chain

    .\Ch01_02Direct3D11_1\

  • Debugging your Direct3D application

    .\Ch01_03Debugging\

Chapter 2: Rendering with Direct3D
  • Building a simple rendering framework

    .\Common\Common.csproj

  • Rendering primitives

    .\Ch02_01RenderingPrimitives\

  • Adding texture

    .\Ch02_02AddingTexture\

Chapter 3: Rendering Meshes
  • Cube and Sphere

    .\Ch03_01CubeAndSphere\

  • Material and Lighting

    .\Ch03_02MaterialAndLighting\

  • Material and Lighting with cube mapping

    .\Ch03_02WithCubeMapping\

  • Load mesh from file

    .\Ch03_03LoadMesh\

Chapter 4: Animating Meshes with Vertex Skinning
  • Vertex Skinning

    .\Ch04_01VertexSkinning\

  • Bone Animation

    .\Ch04_02Animate\

Chapter 5: Applying Hardware Tessellation
  • Tessellation basics

    .\Ch05_01TessellationPrimitives\

  • Tessellation of a mesh

    .\Ch05_02TessellatedMesh\

Chapter 6: Adding Surface Detail with Normal and Displacement Mapping
  • Displacement Mapping

    .\Ch06_01DisplacementMapping\

    .\Ch06_01DisplacementMapping_TangentSpace\

  • Displacement Decals

    .\Ch06_02DisplacementDecals\

Chapter 7: Performing Image Processing Techniques
  • Image processing (compute shaders)

    .\Ch07_01ImageProcessing\

Chapter 8: Incorporating Physics and Simulations
  • Physics (with BulletSharp)

    .\Ch08_01Physics\

  • Particles (compute shaders with append\consume buffers)

    .\Ch08_02Particles\

Chapter 9: Rendering on Multiple Threads and Deferred Contexts
  • Multithreaded rendering - benchmark

    .\Ch09_01Benchmark\

  • Multithreaded Dynamic Cube Environment Map

    .\Ch09_02DynamicCubeMapping\

  • Multithreaded Dual Paraboloid Environment Mapping

    .\Ch09_03DualParaboloidMapping\

Chapter 10: Implementing Deferred Rendering
  • Deferred rendering

    .\Ch10_01DeferredRendering\

Chapter 11: Integrating Direct3D with XAML and Windows 8.1
  • Direct3D CoreWindow Windows Store app

    .\Ch11_01HelloCoreWindow\

  • Direct3D SwapChainPanel Windows Store app

    .\Ch11_02HelloSwapChainPanel\

  • Loading resources asynchronously

    .\Ch11_03CreatingResourcesAsync\

Justin Stenning | Blog | Book - Direct3D Rendering Cookbook (using C# and SharpDX) Projects:

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