DirectX Components Explained: From DirectDraw to Direct3D 12
A history of DirectX from Windows 95 to DirectX 12 Ultimate, with pixel formats, palettes, pitch and double buffering explained in tested C code.
Game development sits at the intersection of programming, mathematics, physics and creative design — making it one of the most technically demanding and rewarding fields in software engineering. Whether you want to build your first game, understand how professional game engines work under the hood, or master the graphics programming techniques that power modern AAA titles, this section gives you the technical foundation to do it.
MYCPLUS has been publishing game development resources since 2004, building one of the most comprehensive collections of game engine guides, C++ game programming tutorials and graphics programming articles on the web. This section covers everything from the architecture of major game engines like Unity, Unreal Engine and id Tech, through to the low-level C++ techniques that make real-time games perform at scale.
You will find in-depth articles on over 100 game engines, practical C++ programming guides for game systems, DirectX and OpenGL graphics programming tutorials, and career resources for developers building a future in the games industry. Whether you are a beginner exploring game development for the first time or an experienced programmer going deeper into engine architecture, start here.
Why MYCPLUS: One of the web’s most comprehensive game development resources — trusted since 2004 with in-depth guides on over 100 game engines, C++ game programming techniques and graphics programming tutorials built for serious developers.
A history of DirectX from Windows 95 to DirectX 12 Ultimate, with pixel formats, palettes, pitch and double buffering explained in tested C code.
qfusion no longer means one repository — it means three, and they have diverged. Here’s the upstream, Warsow’s fork and Warfork’s, when each was last touched, and which one to build from.
Ubisoft Montpellier built Jade for one game and named it after its heroine. It ended up carrying the Prince of Persia reboot. Here’s every game verified on it — and why the Beyond Good & Evil sequel isn’t one.
Capcom turned down Unreal and built its own engine instead. Here’s every MT Framework version and what ran on it, why RE Engine replaced it, and why it was still shipping games in 2025.
In 2021, 4A Games removed the rasterised lighting path from Metro Exodus entirely — every light is ray traced, with no fallback. Here’s the engine behind the Metro series, and why you can’t download it.
Techland’s engine, not Google’s browser. Chrome Engine 6 powered Dying Light in 2015 — but Dying Light 2 runs on something else entirely. Here’s the version-by-version map and what Techland builds on today.
OGRE draws things. Physics, audio and gameplay are your problem — which is exactly why it shows up inside other people’s engines and in robotics. Here’s the OGRE 1.x versus OGRE-Next split, and which to pick.
ShiVa put 3D games on the iPhone before most people thought it was practical. In March 2023 its makers stopped selling it and stopped fixing it. Here’s the status, and the migration path its own team recommended.
The Banshee Engine repository is a dead link, so the project looks abandoned. It isn’t — it renamed twice, dropped its editor, and shipped commits this month as B3D Framework.
Fifty thousand people downloaded UDK in its first week. Five years later Epic gave away something better and killed it. Here’s what UDK actually was, the $99-and-25% deal behind it, and what to do with an old project.
Two engines, one confusing name. Source is source-available and non-commercial; Source 2 is proprietary and has never been released. Here’s what each one runs, and exactly what Valve lets you build.
Two of HPL’s three generations are on GitHub under GPLv3. The one powering SOMA and Amnesia: The Bunker is not. Here’s the split, the verified game list, and what you can actually build with it.