Amélie Heinrich's Avatar
Amélie Heinrich
Game engine developer using C and C++. 17 year old student living in Paris.
Member since

Recent Activity

Fully raytraced shadows in my D3D12 engine

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Back to work on my DirectX12 C++ Renderer

PBR + IBL + Deferred + Shadows + Color grading + Bloom.

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After a few months of procrastinating, I finally have working shadows in my renderer

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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)

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Shadow map visualization and some debug UI tools in my D3D12 renderer Oni

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More cool renders, + now that I have mips I was able to render sponza :)

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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 😎

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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:

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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!

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Messing around with my newly added color correction shader

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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

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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.

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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/

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