No nonsense, no framework, no bloat, just examples of rendering techniques (currently only in Direct3D 12).
- Small, self-contained implementations of various rendering techniques
- Each demo is contained within its own file, i.e. one .hpp and .cpp per demo
- Each demo demonstrates one technique or feature
- The code is focused on the demo; use well-known libraries like stbi and assimp if the demo requires it
Not really a goal, but if files can be diffed to find out the difference between, for instance, using the input assembler and vertex pulling, that is encouraged.
Some code can be shared between demos like window size, backbuffer count, or anything else that is common for all demos.
- Production ready code. The demos do not aim to be as efficient as possible
Most of these demos build on top of the previous demo. See description. That means that most of these can be diffed with the previous demo to quickly find out exactly how the technique is implemented.
Thank you OpenAI DALL-E for the cats
Thank you Brian from FreePBR for the actual textures