Entity Component System

This slideshow requires JavaScript.


• C++, Direct3D11 and HLSL.

• Deferred shading.

• Shadow mapping [WIP].

• 20+ HLSL Shader Model 5.0 shaders including Hull, Domain and Geometry Shaders.

• Complete scene initialisation from a configuration file.

• Texture mapping, bump mapping, environment mapping and wireframe rasterizer.

• Billboarded alpha-blended quad particle system generated in the Geometry Shader.

• Interactive UI (AntTweakBar) offering a high-level of run-time customisability.

• Abstract, scalable, robust and reusable.