[only using directx, hlsl]
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/ making a fan game alone – not for commercial use.
/ making my own game engine (dll) without using unity and unreal.
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[ CLIENT DEVELOPMENT ]
game development using visual studio 2015 c++.
creation a rendering pipeline.
realtime 1.5million particle and 27 lightings (gtx1060 – realtime 80 frame).
development a skeletal mesh animation skinning.
development a frustum culling.
development a sphere to polyon, sphere to sphere collision.
development a collision optimization algorithm.
making a particle mesh and ui mesh with c++code.
development a particle instancing system.
development a trail texture instancing.
development a orthographic projection ui.
development a flocking algorithm.
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[ TOOLS DEVELOPMENT]
a tools to make a navigation mesh (using mfc).
a tools to place the objects (using mfc).
a tools to create the colliders (using mfc).
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[ FORWARD SHADER PROGRAMMING ]
particle billboard compute shader.
particle physics compute shader.
an active camouflage shader.
an afterimage shader (using rimlight).
a hologram shader.
a dissolve shader.
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[ DEFERRED SHADER PROGRAMMING ]
(using a render texture / depth texture , normal texture , righting texture , specular texture, shadow texture, gausian texture, alpha texture, effect texture, bloom texture, hdr texture, tonemapping texture, depth of field texture, distortion texture, reflection texture)
main shader – depth of field, bloom, reflection, tone-mapping, hdr, a depth shadow mapping, gaussian filter, distortion shader, a lambert/phong shader.
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