3D Engine (In Progress)
C++, Vulkan
- Implemented a level editor using ImGui and an custom ECS to organize actors in a way that's convenient for the editor.
- Programmed a custom serializer for saving and loading leveraging compile time features to flag serialized data.
- Implemented a state driven skeletal animation system achieving 0.008 nanoseconds – 0.01 microseconds per model a frame with the addition of bone masking, and multi animation blending (each animation can affect a different set of bones and all blend together.
- Implemented Cascade Shadow Mapping using depth maps and PCF filter for better quality.
- Developed a Vulkan render pass abstraction for offscreen rendering for features such as Viewports, Thumbnails, Colorpicking, CSM.
- Integrated a PBR workflow supporting directional, spot, and point lights.