Norris Chiu
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
Features implemented
Graphics
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Deferred shading and GBuffer
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Optimized light volume rendering with stenciling
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Custom effect classes as interfaces to GPU
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Bump, basic shadow mapping
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Screen space reflection approximation
Animation
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Skeletal animation implementation
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Animation State Machine
-
Cross-fade blending
Advanced shader​
-
Geometry shader with stream-out supported particle system
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Terrain rendering with level of details tessellation
Engine​
-
Pool memory allocator with Handle
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Custom Handle array and hash map
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SIMD maths library​
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Game object component architecture
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Collision detection facilities
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Custom event queue and handler
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FBX asset exporter
Tools used
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Visual Studio 2015
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Maya 2015
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GitHub
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NVIDIA® Nsight