• 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.