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Topic starter 23/08/2025 11:10 pm
Let’s architect a modular 3D game engine that showcases the top 20 DirectX 12 and CUDA API calls, with clean separation between rendering, compute, and engine logic. I’ll scaffold the folder structure, key file names, and source code snippets that demonstrate how these APIs integrate into a real-time engine. You’ll be able to plug in assets later with minimal friction.
🗂 Folder Structure
NeuroEngine/
├── Assets/ # Placeholder for textures, models, shaders
├── Engine/
│ ├── Core/ # Initialization, windowing, input
│ ├── Graphics/ # DirectX 12 rendering pipeline
│ ├── Compute/ # CUDA compute modules
│ └── Utils/ # Logging, profiling, memory
├── Shaders/ # HLSL and CUDA kernels
├── ThirdParty/ # DX12/CUDA headers, helper libs
├── App/
│ └── Main.cpp # Entry point
├── CMakeLists.txt # Build configuration
└── README.md
🔧 Top DirectX 12 API Calls Used
Category | API Calls Used |
---|---|
Device & Adapter | D3D12CreateDevice , IDXGIFactory4::EnumAdapters1 , IDXGIAdapter1::GetDesc1 |
Command Queue | ID3D12Device::CreateCommandQueue , ID3D12CommandQueue::ExecuteCommandLists |
Swap Chain | IDXGISwapChain3::Present , CreateSwapChain |
Descriptor Heaps | CreateDescriptorHeap , CreateRenderTargetView , CreateDepthStencilView |
Resource Mgmt | CreateCommittedResource , Map , Unmap , CopyResource |
Pipeline State | CreateGraphicsPipelineState , CreateRootSignature , SetGraphicsRootSignature |
Command Lists | CreateCommandList , Close , Reset , DrawInstanced |
Synchronization | CreateFence , Signal , WaitForSingleObject |
⚙️ Top CUDA API Calls Used
Category | API Calls Used |
---|---|
Initialization | cudaSetDevice , cudaGetDeviceProperties , cudaDeviceSynchronize |
Memory Mgmt | cudaMalloc , cudaMemcpy , cudaFree , cudaMemset |
Kernel Launch | <<<>>> , cudaConfigureCall , cudaLaunchKernel |
Streams & Events | cudaStreamCreate , cudaStreamSynchronize , cudaEventRecord , cudaEventSynchronize |
Error Handling | cudaGetLastError , cudaPeekAtLastError |
🧠 Sample Code Snippets
📁 Engine/Core/Init.cpp
// DXGI Factory and Device
ComPtr<IDXGIFactory4> dxgiFactory;
CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory));
ComPtr<IDXGIAdapter1> adapter;
dxgiFactory->EnumAdapters1(0, &adapter);
ComPtr<ID3D12Device> device;
D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_12_1, IID_PPV_ARGS(&device));
📁 Engine/Graphics/Renderer.cpp
// Command Queue
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue));
// Swap Chain
DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
dxgiFactory->CreateSwapChain(commandQueue.Get(), &swapChainDesc, &swapChain);
// Render Target View
device->CreateRenderTargetView(renderTarget.Get(), nullptr, rtvHeap->GetCPUDescriptorHandleForHeapStart());
📁 Engine/Compute/CUDAInterop.cu
__global__ void ComputeLighting(float3* positions, float3* normals, float3* output) {
int idx = threadIdx.x + blockIdx.x * blockDim.x;
output[idx] = positions[idx] + normals[idx]; // Simplified lighting
}
extern "C" void LaunchLightingKernel(float3* d_positions, float3* d_normals, float3* d_output, int count) {
int threads = 256;
int blocks = (count + threads - 1) / threads;
ComputeLighting<<<blocks, threads>>>(d_positions, d_normals, d_output);
cudaDeviceSynchronize();
}
📁 App/Main.cpp
#include "Engine/Core/Init.h"
#include "Engine/Graphics/Renderer.h"
#include "Engine/Compute/CUDAInterop.h"
int main() {
InitEngine(); // DX12 + Window
InitCUDA(); // CUDA device setup
while (IsRunning()) {
UpdateScene(); // Game logic
RunCompute(); // CUDA lighting
RenderFrame(); // DX12 draw call
}
Shutdown();
return 0;
}
🧱 Modular Extensibility
- Assets: Plug in FBX/GLTF models, DDS textures, and HLSL shaders.
- Compute: Expand CUDA kernels for physics, AI, or neural inference.
- Graphics: Add post-processing, shadow maps, and deferred rendering.
- Engine: Integrate ECS, input systems, and audio pipelines.