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I'm a third-year university student and I've recently begun studying Direct X 11. Mostly I've been following the samples from the SDK and reading a lot out of the MSDN. Although I have a decent conceptualization of the pipeline in general, I have no exposure to how various steps are broken down organizationally in an actual large production code-base. I understand that finding an open-sourced Direct X code-base, preferably version 11, is probably a lot to ask, considering it's only supported on a closed-source platform, but I was hoping I might get lucky.

Cheers, Joseph

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closed as not constructive by Sean Middleditch, Byte56, Nicol Bolas, msell, Anko May 5 '13 at 11:57

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.If this question can be reworded to fit the rules in the help center, please edit the question.

This kind of question is not appropriate for this website. In general, any question that just asks for links to something is not appropriate here. – Nicol Bolas May 5 '13 at 4:24
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There are plenty of open source rendering engines that implement direct3d as part of their pipeline. Whether or not it is directx 11 isn't terrible significant, as the rendering architecture overall is what is important, not the specific API calls. Irrlicht and Ogre are just a couple of the rendering engines you can look at. The API is insignificant from a learning perspective, in fact, you may get more out of it by referencing an implementation that uses one API, while actually writing your own using an alternate.

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