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GPGPU Programming for Games and Science
book

GPGPU Programming for Games and Science

by David H. Eberly
August 2014
Intermediate to advanced
469 pages
16h 30m
English
A K Peters/CRC Press
Content preview from GPGPU Programming for Games and Science
Chapter 5
Practical Matters
5.1 Engine Design and Architecture
I mentioned previously that the low-level D3D11 code for a simple appli-
cation can be enormous. You definitely want to wrap much of the execution
code that is common to applications. In this section, I discuss a simple appli-
cation that uses the Windows API for window creation, event handling, and
window destruction. The application also uses the DirectX API for D3D11 ob-
ject creation, handling, and destruction. The idea is to show how everything
fits together without hiding the internal mechanics. Although the argument
is for the encapsulation of the components in a graphics engine, this ...
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Publisher Resources

ISBN: 9781466595354