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DX11 Game Engine written at The Game Assembly

This is not the entire engine. But rather it is the classes and systems I wrote so that I can showcase the systems that I wrote.

The entire engine was written with 4 other programmers under a tight deadline. So some of the code is not reflective of how I code today. I also removed the code that was written to a large part with other people, so a majority of the code that is still in this repo is written solely by me.

The project will not in any way compile or build. This is merely a showcase, but please have a look if you are interested.

Here is a list of the largest features I implemented that can be found in here:

  • Global indirect illumniation with spherical harmonics
  • Shadow casting mesh particles
  • Shadow atlassing with dynamic and static shadows
  • Triple buffered rendering
  • GPU driven clustered rendering acceleration structure
  • Render pipeline to multiple render views
  • Instanced rendering

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Samples from a DX11 Game Engine written at The Game Assembly

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