• C++, Direct3D11 and HLSL.
• Deferred shading using MRT.
• Winsock2 P2P Networking. [WIP]
• Threading of individual systems using C++11 threads. [WIP]
• 30+ HLSL Shader Model 5.0 shaders including Hull, Domain and Geometry Shaders.
• Dynamic view-dependent hardware tessellation.
• Procedural terrain and geometric primitives generated using tessellation and Perlin Noise.
• Geometric primitives generated through the use of Raymarching and distance functions.
• Complete scene initialisation from a configuration file.
• Texture mapping, bump mapping, environment mapping and wireframe rasterizer.
• Geometry Shader based alpha-blended billboarded quad particle system.
• Interactive UI (AntTweakBar) offering a high-level of run-time customisability.
• Shadow mapping. [WIP]
• UWP integration. [WIP]
• Abstract, scalable, robust and reusable.