During the Applied Graphics Programming course at The Game Assembly, I had the chance to build my own renderer from scratch using C++ and DX11. It is a deferred rendering system that has a few neat features.

Features

  • PBR Shading
  • Directional, Ambient, Point and Spotlights
  • Shadow Mapping for Directional light
  • SSAO
  • Clustered Shading for Pointlights and Spotlights
  • Instanced rendering
  • Deferred with GBuffer
  • Skybox
  • Mesh VFX
  • Particles System
  • Postprocessing
  • Double Buffered