
I would think that if you're going to do DX12, just do it and stick with it. I've also flipped through Frank Luna's DX12 book and found it to be remarkably similar to his DX11 book. The closest I've come to it is program in DX11 and spending a Saturday compiling a Vulkan tutorial. Several things that I was worried about tackling directly in DX11 I prototyped in XNA first.Īgain though, I've never written a single DX12 program. I might prototype something in Unity or what I actually use is XNA for prototyping.

For example, I needed a tool to read my model files to examine the data in a human readable format so I wrote a C# program. But if a more simple tool is called for DX11 is probably too much too. Overall though, it seems to me that if you are going to learn DX12, you should probably use it for everything unless a more simple tool is called for. So, maybe it is good to learn in stepping stones. But that was only because I had over a decade of experience elsewhere. By the time I was actually ready, I ended up teaching myself DX11. I tried for the better part of a decade to learn 3D programming in DX9 with no success to speak of.

Then again, I'm not sure DX has ever been easy. But that's pretty much the same difference as DX9 and DX10/11.īut as DX becomes more complicated, it's a shame it becomes more difficult to learn to do. If you can handle that, I figure multi-tasking can't be that much more difficult.įrom what I read, DX12 handles resources far better than DX11, but it means extra steps on your part to take responsibility for those resources.
CONTROL DIRECTX 11 OR 12 HOW TO
But by the time you learn HLSL just so you can draw something to the screen, figured out how to deal with the Windows OS (at least so that you can get a process and control the window you are running in), and dealt with COM, "you've come a long ways baby" (and that doesn't even get into writing your own Python scripts to extract modeling data from Blender, writing your own modeling class, learning Win Sock for Internet game play, etc.).
CONTROL DIRECTX 11 OR 12 CODE
(But then again you were working with unmanaged code and COM in DX11.) Multi tasking always scares people. I think there's more opportunity to mess up in a really big way and have your game crash in DX12. If New York is where you really want to be then why not just keep going? By the time you've managed to walk to Boston, New York isn't that much further. But I think saying DX12 is more difficult than DX11 is like saying it's more difficult to walk to New York from LA than it is to walk from LA to Boston. I say this never having written a DX12 program and only having compiled a Vulkan tutorial.

Depending on where you're coming from knowledge wise, DX11 is an enormous learning curve. But DX11 is so difficult I wouldn't say it's really "easier" than DX12. DX10 is more difficult than DX9 and OpenGL. I mean, yes, DX12 is more difficult than DX11. But I think the decision of whether to use DX11 or DX12 is mostly a question of whether your user's computers can support DX12. I posted on this topic just the other day.
