What I did

  • Shadow mapping in DX11 and GNMX
  • Particle systems in DX11 and GNMX
  • Particle system editor with preview
  • Cube mapped reflections and skybox in DX11 and GNMX

What I used

    About the project

      A game built using a custom engine made in the third year of my game development bachelor at IGAD. The engine was written completely in C++ over a period of 16 weeks and runs on both Windows and PS4. The game AGR, an anti-grav racer, was made in unison with the development of the tech. As a graphics programmer I setup the foundations for cross-platform rendering and implement several effects, including shadow mapping.

Shadow mapping

Something I was determined to learn from the moment this project started was how to implement shadow mapping. I did the implementation for both the DirectX11 and GNMX renderers. The features I worked on are the base shadow mapping, PCF, and normal offset.

Particle editor

Since the engine and game were developed simultaneously, I created incremental versions of the particle editor. Meanwhile, I changed the particles from physics- to curve-based, and optimized the rendering reducing bandwidth (using the geometry shader) and draw calls (batching).

Here you can see the car exhaust particle system in the editor...

... and here you can see it in the engine. To accommodate for the car's movement I added parenting and 'weights'.