DX11 game engine using C++.
During my second year studying at The Game Assembly, I developed a 3D engine using DX11 in C++. It utilised several advanced rendering techniques such as deferred rendering, shadomapping, and clustered shading.
A demo of the engine's direcional light shadow-mapping and point lights.
Showcase of the deferred rendering. Instead of rendering the scene right away, information required to create the final image is drawn to several render targets. Examples of these include albedo, normal maps, and roughness/metalness.
The engine also included a basic implementation of shadow mapped point/spot lights.
As the specialization project for my second year at TGA, I implemented clustered shading. Read more about it here.
Contact me at: ludvig.thread249@passmail.net