Basic Dx12 3D rendering in Odin programming language. Beginning of something beautiful?
Deffered lighting and shadows now with ability to go inside light volume. Multi colored intesities all blending together well.
Theoritically can support hundres of lights but until pre culling geometry from light volumes is done limited by shadow generation.
Deferred omni direction atlas based shadow mapping. One light down now lets get 10.
Got a ways to go but making progress.
Working on lights and shadows on my deffered renderer