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D-Engine

A Direct3D 12 deferred rendering game engine built from scratch
(using D3D12 calls only, no DirectXTK/Effects)
​
https://github.com/norrischiu/DEngine

Programming language: C++

Development environment: Visual Studio

Engine: Nil

Source Control: Git

Team size: 3 (1 Lead Programmer, 2 Programmers)

Role: Lead Programmer

Responsibility:

- Take lead of the engine development

- In charge of most engine and rendering implementation

- Paired coding with programmers

(Running on Nvidia GeForce GTX 1080 at 30 fps)

Demo: https://www.youtube.com/watch?v=bJ2PbtSZtI4

Features implemented
Graphics
  • Deferred shading and GBuffer

  • Optimized light volume rendering with stenciling

  • Custom effect classes as interfaces to GPU

  • Bump, basic shadow mapping

  • Screen space reflection approximation

Animation

  • Skeletal animation implementation

  • Animation State Machine

  • Cross-fade blending

Advanced shader​

  • Geometry shader with stream-out supported particle system

  • Terrain rendering with level of details tessellation

Engine​

  • Pool memory allocator with Handle

  • Custom Handle array and hash map

  • SIMD maths library​

  • Game object component architecture

  • Collision detection facilities

  • Custom event queue and handler

  • FBX asset exporter

Tools used

 

  • Visual Studio 2015

  • Maya 2015

  • GitHub

  • NVIDIA® Nsight

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