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DX11Engine

It is a personal graphics engine that currently only supports DirectX 11. I developed it purely for educational purposes! I learned a lot during the development of this project, and I intend to use what I have learned in a new graphics engine that can be found here Vulkan Engine. The things that I intend to do differently and have partially started doing are:

  • using CMake
  • using Github actions(CI/CD)
  • using a clearer, more standardised project structure
  • dependency management using git submodules and not just vcpkg like I did here since it is easier to set it up on a new machine.
  • Since I will be using Vulkan, I intend to make it run on Linux.
  • a modular and cleaner architecture
  • Splitting the project into separate projects like Core, Editor and Client
  • applying the lessons I have learned after reading Effective Modern C++
  • Unit Testing

Some Implemented Features Include:

  • Shadow Mapping
  • Screen space ambient occlusion
  • Physics that use the Nvidia PhysX engine 
  • Terrein Rendering System
  • GPU-accelerated particle system
  • Font rendering
  • Skeletal Animation
  • loading of a diverse set of model formats thanks to Assimp
  • an entity component system
  • a WYSIWYG editor (not finished) shown below

alt text