Name | Modified | Size | Downloads / Week |
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Readme.txt | 2014-11-02 | 1.6 kB | |
AEngine demo.zip | 2014-11-02 | 5.0 MB | |
Totals: 2 Items | 5.0 MB | 0 |
After a long break due to studies and work, I am glad to finally resume this hobbyist project :) AEngine is a multithreaded D3D11 rendering engine based on D3D11 deferred contexts. The demo uploaded just showcases reflective, gooch and bump shaders, the cascaded shadow mapping implemented in AEngine, as well as FXAA anti-aliasing. Note how the "floor" looks dull without global illumination. You may need to install VC++ 2013 redistributable package (http://www.microsoft.com/en-us/download/details.aspx?id=40784) to run the demo. I had to remove the GUI (which originally used CEGUI) as, with the released of VS2013, D3DX support was removed and CEGUI is a bit of a mess to compile at the moment without it. When I have more time, I hope I can switch to CEF which allows embedding Webpages into D3D11, rendering CEF as a transparent layer on top of the 3D scene + working again on global illumination. I also plan to study an implementation of deferred rendering in AEngine, in order to facilitate the support for multiple lights which cast shadows, among other things. Oh, and Microsoft will probably release soon D3D12. It looks like they really optimized the library to limit the bottleneck between GPU/CPU and I am looking forward to learning more about the changes. Source code is private for now but you can have a glimpse of it in the "Rendering Engine" folder. The code for the shaders is available in the Shader folder. I am grateful to all the people who provide detailed tutorials and examples online as I was a perfect rookie with DirectX when I started (and I still am :_:).