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DirectX11 Initialization with SlimDX and C#

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I'm going to skip over the first few chapters of Introduction to 3D Game Programming with Direct3D 11.0. I've got a basic understanding of basic linear algebra for 3D graphics, and I'm not eager to get into the weeds there, instead opting to go straight into the meat of DirectX coding. Besides the math pre-requisites, these chapters also give an overview of the XNA Math C++ library, which I am going to forgo for the SlimDX types instead.

With that out of the way, we will begin with Chapter 4, Direct3D Initialization. This chapter covers basic initialization of the Direct3D device, and lays out the application framework used for the rest of the book. If you've read any of Mr. Luna's other DirectX books, this framework will look very familiar, and even if you have not, it is basically a canonical example of a Windows game loop implementation. The framework provides a base class that handles creating a window, initializing DirectX, and provides some virtual methods that can be overridden in derived classes for application-specific logic. Additionally, this chapter introduces a timer class, which allows for updating the game world based on the elapsed time per frame, and for determining the frame rate, using the high-performance system timer.
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