#Arkengine
A Modern Renderer developed with C++ and Direct3D ------------ This is a hobby project of achieving a modern renderer coded in C++ D3D 11.I am planning it to extend to D3D 12 when it comes out. ChangelogBuild Alpha 0.012b
- Fully functional FPS camera with mouse and keyboard movement
- Basic HUD text drawing with SpriteRenderer
![HUD](/Resources/Images/2015-04-11 - 14.59.29 ~ capture.png)
- Multi thread support for pipeline execution and resource creation
- UOA,SRV and Sampler parameters
- CS,SO,Domain,Geometry and Hull shaders added
- DrawIndexedInstanced executor helper class
- Phong Shading demo
- GDI+ Font Loader
Build Alpha 0.012a
- Complete rework of how engine handles matrices.
- Added ArkTimer
- Actor, Node and Entity system for scene-graph
- Rework of base camera system and First Person Camera.
- Introduced Parameter Writer,current only write Constant Buffer,Vector and Matrix param.
- Basic 3D shapes for scene-graph calculations (Sphere,Ray,Plane,Frustum)
- Geometry generator for said shapes.
- More mouse and keyboard events
- Pipeline executor system introduced
Build Alpha 0.012
- Pipeline State Monitoring added for fixed and common shader stages.
- DSV,DS State,Blend State and Rasterizer state added.
- Cube demo is available to test
![Cube Demo](/Resources/Images/2015-03-27 - 23.40.23 ~ capture.png)
Build Alpha 0.011
- Parameter System Introduced
- Currently supports for Matrix,Vector and Matrix Array
- Shader creation,loading and reflection system introduced.
- Pipeline system improved ( IA,OM,Rasterizer )
- File and Log system improved
Build Alpha 0.010
- Core Win32 code.
- Event System.
- Core Direct3D code to initialize,create swap chain.
- Core pipeline code.OM,IA and Rasterizer stages are present.
- File system and Log system.