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darksoul imitation.

[only using directx, hlsl]

/

/ making a fan game alone – not for commercial use.

/ making my own game engine (dll) without using unity and unreal.

[ 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.

[ 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).

[ 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.

[ 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.