Ludvig Leiborn


DX11 3D Engine in C++


During my second year studying at The Game Assembly, I developed a 3D engine using DX11 in C++. It utilised advanced rendering techniques such as deferred rendering, shadowmapping, and clustered shading.


Clustered Shading

As the main specialization project during my second year of studies at TGA, I developed clustered shading for my DX11 engine. It allows super fast calculations of lights by assigning them to clusters, ensuring that only lights that affect the pixel are factored into the lighting calculations.


Root of Evil


A Celeste-inspired platformer developed in C++ together with a multidisciplinary team of level designers, artists, and programmers.


Spores of Malice


A bullet hell game developed in C++ together with a multidisciplinary team of level designers, artists, and programmers.


Flappy Bird/Pong!


As an exercise in gameplay programming, I developed clones of Flappy Bird and Pong in
C++.


Heightmap terrain renderer written in C with Vulkan

In order to familiarize myself with Vulkan, I co-developed a heightmap terrain renderer that had simple 3D rendering capabilities.


Animation Blending


For my C++ DX11 game engine, I developed an animation editor along with various forms of animation blending.


Super fast 2D renderer in OpenGL.


In my desire to learn OpenGL and to have a renderer from which I could base my hobby projects, I created this renderer which utilises instanced rendering and texture atlases to draw every sprite in a single call.


Card Game


A simple card game developed from scratch in C++. The main purpose of this project was to develop the capabilities of my custom 2D engine.


2D Pathfinding using AStar and funneling


An implementation of pathfinding using AStar and the "stupid simple" funneling algorithm.
The goal was to find the shortest path possible between two points.