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: 319
- 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
The examples in this book are incredibly practical for Compute Shaders. This book gave me a new framework for thinking about system architecture. I’ve started incorporating these principles into our code reviews.
The insights in this book helped me solve a critical problem with Shader Development. The author's real-world experience shines through in every chapter.
I’ve already implemented several ideas from this book into my work with Rendering.
The author's experience really shines through in their treatment of Game Development. I particularly appreciated the chapter on best practices and common pitfalls.
This book offers a fresh perspective on All-in-One.
The practical advice here is immediately applicable to Shader Development. It’s packed with practical wisdom that only comes from years in the field.
I finally feel equipped to make informed decisions about Optimization.
I finally feel equipped to make informed decisions about DirectX 12.
I keep coming back to this book whenever I need guidance on GPU Programming. Each section builds logically and reinforces key concepts without being repetitive. I've already seen improvements in my code quality after applying these techniques.
This helped me connect the dots I’d been missing in DirectX 12. The author's real-world experience shines through in every chapter.
I've been recommending this to all my colleagues working with Compute Shaders.
A must-read for anyone trying to master All-in-One. The pacing is perfect—never rushed, never dragging.
This helped me connect the dots I’d been missing in Rendering.
The clarity and depth here are unmatched when it comes to Compute Shaders.
It’s like having a mentor walk you through the nuances of Graphics Pipeline. I was able to apply what I learned immediately to a client project. It’s become a shared resource across multiple teams in our organization.
This book made me rethink how I approach Shader Development. The diagrams and visuals made complex ideas much easier to grasp.
The author's experience really shines through in their treatment of DirectX 12.
The author has a gift for explaining complex concepts about DirectX.
This book gave me the confidence to tackle challenges in Optimization. The author anticipates the reader’s questions and answers them seamlessly.
I've been recommending this to all my colleagues working with DirectX+HLSL/Graphics/Compute.
This book made me rethink how I approach Ray Tracing.
A must-read for anyone trying to master GPU Programming.
It’s rare to find something this insightful about Shader Development. I’ve already recommended this to several teammates and junior devs. The emphasis on scalability was exactly what our growing platform needed.
It’s the kind of book that stays relevant no matter how much you know about DirectX+HLSL/Graphics/Compute. It’s rare to find a book that’s both technically rigorous and genuinely enjoyable to read.
The clarity and depth here are unmatched when it comes to Ray Tracing.
This book completely changed my approach to Game Development.
A must-read for anyone trying to master Game Development.
The author's experience really shines through in their treatment of All-in-One. The author’s passion for the subject is contagious.
The practical advice here is immediately applicable to Optimization.
I’ve bookmarked several chapters for quick reference on Optimization.
It’s like having a mentor walk you through the nuances of Shader Development.
I’ve already implemented several ideas from this book into my work with Shader Development. I feel more confident tackling complex projects after reading this.
A must-read for anyone trying to master Graphics Pipeline. It’s the kind of book you’ll keep on your desk, not your shelf. It’s become a shared resource across multiple teams in our organization.
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