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What is the full reference for c++ and directx with last version?

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9 comments, last by turanszkij 4Β years, 3Β months ago

What is the full reference for c++ and directx with last version?

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What exactly are you getting at by reference? The specifications / documentation? They are maybe not the easiest thing to use.

The current version of C++ is ISO/IEC 14882:2017 , C++20 is not yet finished. Drafts are freely available. Sites like cppreference.com provide a much more readable form.

DirectX is actually many components, and frequently they are not updated together. Often people really mean β€œDirect3D”. https://docs.microsoft.com/en-us/windows/win32/directx which has the individual guides and API references for current components (which come as part of the Windows SDK these days).

@undefined what best books for mathematics for computer graphics?

mohamed2 said:

@undefined what best books for mathematics for computer graphics?

For DirectX it would be…

3D Math Primer for Graphics and Game Development 2nd

There was issues with print quality of hard copies. This might be resolved.

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mohamed2 said:
what best books for mathematics for computer graphics?

  • 2004 - 04 - Math and Physics for Game Programmers - Wendy Stahler - 504 pages: Amazon
  • 2011 - 02 - Graphics for Game Programming - JungHyun Han - 330 pages: Amazon
  • 2011 - 06 - Mathematics for 3D Game Programming and Computer Graphics - 3rd edition - Eric Lengyel - 624 pages: Amazon Code: http://mathfor3dgameprogramming.com/
  • 2011 - 11 - 3D Math Primer for Graphics and Game Development - 2nd edition - F. Dunn, I. Parberry - 846 pages: Amazon
  • 2013 - 12 - Mathematics for Computer Graphics - 4th edition - John Vince - 412 pages: Amazon
  • 2015 - 08 - Essential Mathematics for Games and Interactive Applications - 3rd edition - James M. Van Verth, Lars M. Bishop - 624 pages: Amazon Code: https://github.com/jvanverth/essentialmath

8Observer8 said:
Mathematics

Some of the books you have listed mostly cover RH coordinate systems. Not really ideal for learning DirectX to say the least.

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THANKS GUYS

fleabay said:

8Observer8 said:
Mathematics

Some of the books you have listed mostly cover RH coordinate systems. Not really ideal for learning DirectX to say the least.

Whyever not? Direct3D doesn't define a specific co-ordinate system handedness, and it's math libraries include both -LH and -RH variants of all functions where this matters. Have done since version 9 in 2002 and even version 8, back in 2000 or so, if not even earlier. That's at least 20 years, so I'm not sure what particular difficulty people have with updating their information on this.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

21st Century Moose said:
Direct3D doesn't define a specific co-ordinate system handedness

Let's just make up a coordinate system then. X is down, Y is out of the screen, Z is left and rotations are in the opposite direction. Lets write our own projection matrix before we even learn what a projection matrix is.

DirectX is LH in most instructional material. When in Rome, do as the Romans do.

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Direct3D doesn't define a specific co-ordinate system handedness

I see this opinion a lot, but the clip space in DirectX is definitely left handed. Apart from that, of course you can use any math library and convert to left handed in projection matrix.

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