But as I said the API is large making it hard to remember a lot of the concepts. Almost like a giant overload. So I think the best thing for me to do at this point is to take a break from progress in the book. This will allow me to drill all the concepts that I have went over thus far home. I will take what I learned and apply it to my own little demos, hopefully this will make it easier to remember.
For the last 2 weeks or so I have been working through the Luna DX9 Shader approach book. I have currently traversed 8 chapters in this book. The Luna book is phenomenal for one. All the source code is very well documented and everything is explained really well. The only thing slowing me down is the vastness of the DirectX API. It is huge. I dabbled with OpenGL in the past but by far I would say DirectX has the steeper learning curve by far. But at the same time it seems a lot more rewarding near the end. The API is very clean and well thought out.
But as I said the API is large making it hard to remember a lot of the concepts. Almost like a giant overload. So I think the best thing for me to do at this point is to take a break from progress in the book. This will allow me to drill all the concepts that I have went over thus far home. I will take what I learned and apply it to my own little demos, hopefully this will make it easier to remember.
But as I said the API is large making it hard to remember a lot of the concepts. Almost like a giant overload. So I think the best thing for me to do at this point is to take a break from progress in the book. This will allow me to drill all the concepts that I have went over thus far home. I will take what I learned and apply it to my own little demos, hopefully this will make it easier to remember.
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