Twenty-one days. One renderer. Every picture in the book drawn by the program you wrote.
Direct3D 12 is not a hard API to read. It is a hard API to start: nothing works until nine things are right at once, and when one is wrong the program runs, the card draws, and the picture is wrong with nothing printed anywhere.
This book starts them one at a time. On Day 1 you have a device, a command list and a triangle in a PNG -- and no window, because a window is three hundred lines of Win32 that teach nothing about graphics. By Day 14 you walk through a torch-lit stone hall with real shadows and normal-mapped stone. By Day 21 Emberforge is a 480-kilobyte folder that runs on a machine with no SDK.
Everything in it was run. 427 figures across 21 chapters, 216 of them frames Emberforge rendered and wrote to disk itself -- not one screen grab anywhere. 194 listings, every one compiled. 58 output blocks, captured not typed. 21 engine snapshots, one a day, each building on its own, so a day that misses can be diffed against the one before.
YOUR 21-DAY PATH
WHO IT IS FOR. A C++ programmer who has not written graphics before, or who knows some OpenGL or Direct3D 11 and wants to know why 12 looks so different. You need pointers, structs and a compiler; Day 4 builds the linear algebra. You need Windows, Visual Studio and a card at feature level 11_0 -- and nothing else installed: no engine, no framework, no package manager, no library and no downloaded assets, because every texture is a function and every mesh is a loop.
538 pages, in colour.
"synopsis" may belong to another edition of this title.
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