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deferredengine's Introduction

Deferred Rendering Engine

A hobby game engine written in C++ and Direct3D 10 for the purpose of exploring modern rendering and game development techniques.

  • Deferred rendering and shading pipeline, with four 32-bit RTs making up the G-Buffer. Materials with diffuse, normal, specular and emissive maps",
  • Template driven dynamic shader builder that eliminates unnecessary branching by generating shaders with specific feature sets
  • Integrated with Newton Game Dynamics physics engine enabling car driving simulation and collisions with terrain amd dynamic voxel environment. Physics is evaluated in a multi-threaded fashion running in parallel to the rendering thread
  • 3D heightmap terrain with quad-tree culling and lightmap baking
  • Voxel level geometry with arbitrary tile types and automatic hidden face removal between neighboring tiles of different shapes
  • Fast GPU particle system
  • PCF shadow mapping
  • Post-processing effects composer (bloom, gaussian blur, SSAO, FXAA)
  • Custom GUI with two way data-binding and dynamic stylesheets reloaded automatically upon file changes
  • Hierarchical scene-graph> with bounding volumes hierarchy
  • Custom OBB collision system for voxel/terrain
  • Built-in profiler with framegraph, highlighting performance chokepoints

Dependencies

The project has the following dependencies:

  • Assimp library for loading model files
  • DevIL for image handling
  • json-spirit as a c++ json parser
  • Newton Game Dynamics
  • boost 1.47

Screenshots

Voxel city model with 100 dynamic point lights Voxel city with lights

Shadow casting on a LeePerrySmith model Face shadow

Vehicle driving game with a 3d terrain Vehicle

Built-in editor with stylizable GUI Editor

Voxel level destruction with dynamicly generated physical objects for the debris Physics

Screen Space Ambient Occlusion SSAO

deferredengine's People

Contributors

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Stargazers

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Watchers

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