Personal Game Engine
Here’s my personal 3D Game Engine written in C++20. The original intention was to create a game with it, however, this turned into more of a hobby project instead. It uses D3D12 as the primary rendering API, with Vulkan as a secondary (unfinished) rendering API layer.
Features include:
- PBR
- Atmospheric scattering (based upon Eric Bruneton’s paper)
- Cascaded shadow mapping
- Skinned animation
- FXAA
- Compute particle simulation
- Push-based networking (utilized GameNetworkingSockets)
- Functioning editor (ImGui utilized for the UI)
- PhysX implementation
Pictures:
Atmospheric Scattering
Shadows
PBR
Animation