A DirectX11 based Graphics Engine.
C++ • Win32 • DirectX11 • HLSL • RenderDoc
Main objective was to learn DirectX11 API and HLSL good enough to implement a Deferred Rendering Pipeline and Real-Time Procedural Terrain Rendering using Ray Marching in a proprietary game engine for my CSCI 522 Game Engine Development at University of Southern California's course final projects.
- DirectX11 Graphics Framework
- Win32 window
- Custom model parsing
- Texturing
- 3D Model Rendering
- Transformations like scaling, rotation and translation
- Lighting
- Diffuse
- Ambient
- Point
- Texture mapped plane with different point lighting, diffused lighting and ambient lighting using phong shading
- Texture mapped sphere with ambient lighting, diffused lighting, directional lighting and specular reflection using phong shading

