DirectX+HLSL/Graphics/Compute All-in-One
A comprehensive guide to mastering DirectX, DirectX 12, HLSL and more.
Book Details
- ISBN: 9798289659729
- Publication Date: June 25, 2025
- Pages: 434
- Publisher: Tech Publications
About This Book
This book provides in-depth coverage of DirectX and DirectX 12, offering practical insights and real-world examples that developers can apply immediately in their projects.
What You'll Learn
- Master the fundamentals of DirectX
- Implement advanced techniques for DirectX 12
- Optimize performance in HLSL applications
- Apply best practices from industry experts
- Troubleshoot common issues and pitfalls
Who This Book Is For
This book is perfect for developers with intermediate experience looking to deepen their knowledge of DirectX and DirectX 12. Whether you're building enterprise applications or working on personal projects, you'll find valuable insights and techniques.
Reviews & Discussions
This book distilled years of confusion into a clear roadmap for DirectX 12. The pacing is perfect—never rushed, never dragging. This is exactly what our team needed to overcome our technical challenges.
It’s rare to find something this insightful about DirectX. Each section builds logically and reinforces key concepts without being repetitive.
This helped me connect the dots I’d been missing in Compute Shaders.
I keep coming back to this book whenever I need guidance on Ray Tracing.
I’ve bookmarked several chapters for quick reference on Graphics Pipeline.
This book bridges the gap between theory and practice in Shader Development. The code samples are well-documented and easy to adapt to real projects. The clarity of the examples made it easy to onboard new developers.
This book bridges the gap between theory and practice in Game Development. Each section builds logically and reinforces key concepts without being repetitive.
This is now my go-to reference for all things related to Ray Tracing.
The clarity and depth here are unmatched when it comes to All-in-One. I found myself highlighting entire pages—it’s that insightful.
This book completely changed my approach to GPU Programming.
I’ve shared this with my team to improve our understanding of DirectX 12. The pacing is perfect—never rushed, never dragging. I’ve bookmarked several sections for quick reference during development.
The examples in this book are incredibly practical for All-in-One. It’s the kind of book you’ll keep on your desk, not your shelf.
It’s like having a mentor walk you through the nuances of Ray Tracing.
The practical advice here is immediately applicable to Ray Tracing.
After reading this, I finally understand the intricacies of Rendering.
This resource is indispensable for anyone working in Shader Development. This book strikes the perfect balance between theory and practical application.
This book completely changed my approach to DirectX 12.
This helped me connect the dots I’d been missing in DirectX 12. I appreciated the thoughtful breakdown of common design patterns.
The examples in this book are incredibly practical for Optimization.
I’ve shared this with my team to improve our understanding of Graphics Pipeline.
I’ve bookmarked several chapters for quick reference on DirectX+HLSL/Graphics/Compute.
The author has a gift for explaining complex concepts about Ray Tracing. I was able to apply what I learned immediately to a client project. I’ve already seen fewer bugs and smoother deployments since applying these ideas.
This book offers a fresh perspective on All-in-One. The diagrams and visuals made complex ideas much easier to grasp.
The author has a gift for explaining complex concepts about All-in-One.
The insights in this book helped me solve a critical problem with Ray Tracing.
This book bridges the gap between theory and practice in All-in-One.
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