Deferred shading engine - PC
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https://caletbak.com/personal-projects/deferred-shading-engine#sigProId51f5bca53f
Deferred Shading Engine is a rendering engine for creating games with enhanced graphics in a very easy way.
Developed using VS C++ 9.0, DX9 and MaxScript.
Date and Technology
The engine is still in development and I like to spend some spare time on it when is possible. It is using the next tools and technology:
Project Summary
Deferred Shading Engine is a complete rendering engine with multiple 2D and 3D functionalities. It includes a complete Max Exporter for models and scenes and let the programmer to use several post-processing effects without compromising the performance.
The main engine characteristics are:
- Multi-threaded environment. Dynamic content loading and destruction of scenes, models and textures.
- G-Buffer Information (3 RTs, 32bits each one)
- Stencil Culling Light Volumes. Direct, Point and Spot model lights implemented.
- Normal and displacement mapping implemented.
- Multi Sampling Anti-Aliasing (MSAA)
- High Dynamic Range natural effects (HDR)
- Materials with: diffuse, specular color, normalmap, heightmap, opacity, lightmap and glowmap.
- Data packing for scenes, models and textures.