Just like DirectX 12 this is an expert’s API. Vulkan is the newest cross platform graphics API developed by the Khronos group. So in terms of learning I wouldn’t suggest to start with these older DirectX APIs anymore. However at the same time it wasn’t as well organized as DirectX 10 and DirectX 11 and it has some limitations in taking advantage of modern hardware. It was popularly used from 2002 all the way into 2011 when people started to finally migrate to DirectX 11.īecause of this you can find an incredible amount of resources on the net for it. This same organization was carried forward into DirectX 11 as well.ĭirectX 9 probably has the longest running history of usage amongst all the DirectX APIs. The API was designed from the ground up with a primary focus on taking advantage of new hardware with a strong secondary focus on organization within the API.īecause of this focus on making the API well organized it lends itself well to learning 3D graphics programming. Its only disadvantage today is that it doesn’t support hardware tessellation, however that is a minor issue. DirectX 11 also has the same feature list as DirectX 12 so you aren’t missing anything there.Īlso in terms of support for coding from other programmers you will find the majority of websites and forums will concentrate on DirectX 11.ĭirectX 10 was previously the best modern graphics API to learn 3D graphics programming with. Requirement for such low level control that DirectX 12 provides. Even alongside DirectX 12 Microsoft released DirectX 11.3 at the same time knowing that the vast majority of people writing graphics engines would not have a The focus of DirectX 12 is really around being able to parallelize your graphics workflow to take efficient control of all the GPUs at your disposal.īut to do so means writing large chunks of code to do even simple things that you could write with a single line in DirectX 11.ĭirectX 11 is the leading industry standard graphics API. If this doesn’t describe your situation then you are better suited to learn one of the other APIs. The person learning DirectX 12 should generally already have written a very complex DirectX 11 engine and have thorough knowledge of all of its aspects. It was written solely for developers who had already mastered DirectX 11 who require even more low level control of the rendering pipeline due to increased performance requirements. I’ve written the following small guide so that you can make the best informed decision on what you might prefer to learn.ĭirectX 12 is an expert’s API. Given that learning a single API is a very large undertaking it goes without saying that the learner would like to make the best choice possible so that they aren’t wasting their time. However with the recent release of a number of new APIs the choice of which one to use isn’t entirely straight forward, especially that some of the APIs are specifically designed and targeted at expert users. The majority of people visiting this site are looking to learn a graphics API so that they can build their own 3D or 2D graphics engine.
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