by discosultan

discosultan /dx12-game-programming

DirectX 12 C# samples from Frank D. Luna's book "Introduction to 3D Game Programming with Direct3D 1...

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What is this sorcery?

A collection of DirectX 12 C# samples from Frank D. Luna's book Introduction to 3D Game Programming with Direct3D 12.0. All the samples have been ported to .NET using SharpDX.


The samples will compile with Visual Studio 2015+ and run on Windows 10 with DirectX 12 capable graphics hardware.


The number prefix for sample name indicates its corresponding chapter from the book.

Note that there might be issues: some which are inherited from the original C++ samples and some which have been introduced during the porting process. All known issues are listed in the issues section.


Sets up a window using WinForms. Initializes Direct3D 12 and builds a base app with game loop upon which next samples are built.


Manually defines vertices to render a colored box. Scene can be rotated and zoomed using mouse buttons.


Generates geometric primitives. Renders multiple objects using a single vertex and index buffer.


Constructs a heightmap based terrain and water geometry using a dynamic vertex buffer.


Adds ambient, diffuse and specular lighting to the land and waves scene.


Introduces parsing and loading a skull mesh from a custom model format. Applies lighting to the shapes scene.


Textures a box with uv-coordinates added to its vertices.


Animates a water texture in the land and waves scene.


Textures objects in the shapes scene.


Renders the land and waves scene with transparent water and a wire fence textures. Introduces the blending formula and creates a fog effect.


Constructs a mirror using the stencil buffer and projects a shadow for the skull mesh.


Renders trees as billboards. Introduces texture arrays and alpha to coverage in relation to MSAA.


Sums a bunch of vectors on GPU instead of CPU for high parallelism using a compute shader. Outputs a results.txt file instead of rendering to screen.


Uses a compute shader to update the land and waves scene waves simulation on GPU instead of CPU.


Applies a Gaussian blur post-processing effect using a compute shader to the land and waves scene.


Applies a Sobel filter post-processing effect using a compute shader to the land and waves scene to render outlines for geometry.


Tessellates a quad using 4 control points.


Tessellates a quad using 16 control points cubic Bézier surface.


Creates a controllable first person camera. Introduces dynamic indexing of texture arrays. Camera is moved using WASD keys and rotated using a mouse.


Renders multiple copies of the skull mesh using a hardware instanced draw call. Culls skulls outside of camera frustum.


Enables picking individual triangles of a car mesh. Right mouse button picks a triangle which is highlighted using a yellow color.


Renders a sky texture cube. Uses the cube to render reflections on scene objects.


Renders scene objects into a texture cube every frame. Uses the rendered cube for reflections.


Makes use of normal maps in addition to diffuse maps to generate more realistic lighting of surfaces.


Projects shadows into a shadow map which is blended with the diffuse target.


Computes real-time screen space ambient occlusion and applies it as a post-processing effect.


Animates skull rotation using quaternions.


Plays a walking animation for an animated skinned soldier mesh loaded from .m3d format.

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