I've been trying, rather unsuccessfully, to make a Deferred Renderer using DirectX 11 for roughly a month.
Most of the white papers I've come across all describe the over-arching implementation, but not an actual implementation (which makes sense, but sucks for actually implementing -- to me anyway).
I've taken a look at several full-scale engine implementations, such as the source code from the "Practical Rendering & Computation Direct3D 11", https://hieroglyph3.codeplex.com/, but have found them extremely over-encumbering and/or incredibly complicated (involving compute shaders).
While I have looked over the http://rastertek.com/ tutorials, they haven't been updated in some time (to my knowledge the author is on permanent hiatus), and use themes from DirectX 9/10.
I've been trying to find a set of relatively basic implementation tutorials for the past couple weeks to hopefully get a leg up -- by relatively basic i mean diffuse & normals for the geometry pass, and point lights for the lighting pass.
So to pose a question, is there, to knowledge, a set of tutorials and/or sample project accomplishing the basic implementation I've described above?
I'm not all too interested in XNA or OpenGL, considering the former is c# and the latter isn't DirectX, or the RasterTek tutorials because, as I've said, they are outdated.
Many thanks, I appreciate it.