Fully raytraced shadows in my D3D12 engine
Back to work on my DirectX12 C++ Renderer
PBR + IBL + Deferred + Shadows + Color grading + Bloom.
After a few months of procrastinating, I finally have working shadows in my renderer
Gonna work on shadows now, but first I decided to implement an optional blinn phong model instead of a PBR model just so that it's easier to test shadows out :)
(Though I will also make an option to just use the PBR model but disable the indirect lighting from IBL)
Shadow map visualization and some debug UI tools in my D3D12 renderer Oni
More cool renders, + now that I have mips I was able to render sponza :)
https://www.linkedin.com/posts/amelie-heinrich-3d_as-a-continuation-to-the-post-i-made-about-activity-7169039718263828480-SQ1W?utm_source=share&utm_medium=member_desktop
Wrote a simple behind the frame on Hatsune Miku: Project Diva Mega Mix+
I've been working hard on my first game with no engine in C++, so far it's going pretty good
D3D11 renderer, simple entity system, and scene serialization 😎
I've been working on an engine to make a nice silent hill styled horror game. It's written entirely in Odin and I've started a few weeks ago. Needless to say, I'm quite happy with the API I laid out for managing game objects:
helmet := scene_new_game_object(&scene) helmet.transform = linalg.matrix4_translate_f32({ -2.5, 0, 0 }) game_object_init_render(helmet, "gamedata/assets/models/DamagedHelmet.gltf") suzanne := scene_new_game_object(&scene) suzanne.transform = linalg.matrix4_translate_f32({0, 0, 0}) game_object_init_render(suzanne, "gamedata/assets/models/Suzanne.gltf") sci_fi_helmet := scene_new_game_object(&scene) sci_fi_helmet.transform = linalg.matrix4_translate_f32({2.5, 0, 0}) game_object_init_render(sci_fi_helmet, "gamedata/assets/models/SciFiHelmet.gltf")
Result:
Little before/after of my color correction shader, it really makes the image pop out more. Graphics programmers, do not forget the importance of good color correction!
Added a simple tonemapping pass (you can choose up to 3 tonemappers) and an exposure pass, all done through compute
https://cdn.discordapp.com/attachments/1075713446047395880/1075857473749143682/2023-02-16_20-12-29.mp4
Finally finished porting my D3D11 renderer to D3D12, I should be able to get cool renders in no time now that I got a nice abstraction and architecture.
Just made my first blog post about one of the projects I enjoyed writing the most, and how it works behind the scenes.
https://sausty.wordpress.com/2022/12/20/back-to-the-future-voyage/