3D Engine (In Progress)
C++, Vulkan
- Implemented a level editor using ImGui and an Entity Component System to organize actors in a way that's conveniant for the editor.
- Programmed a custom serializer making saving and loading very easy for the engine using macros to flag serializable variables.
- Implemented a state driven efficient skeletal animation system with the addition of bone masking, and animation blending (each animation can affect a different set of bones and both blend together).
- Developed a Vulkan render pass abstraction for offscreen rendering for features such as viewports, thumbnails, colorpicking.
- Integrated a PBR workflow to the engine for lights and materials.