DirectX 11 C++ Game Engine.
Created by :
- Narvin Chana
- Alexandre Lemarbre-Barrett
- Paul Richard
- Hugo Pierron
Scenes are created via .json files like in Example.json. Some default scenes with meshes, textures and other assets are available here.
- Blinn-Phong deferred lighting
- Screen-Space Deferred Decals
- Directional Light (CSM with PCF)
- Spot and Point Lights
- Normal Mapping
- Volumetric Lighting inspired by Benjamin Glatzel's work
- Procedural GPU-Instanced Grass inspired by Sucker Punch's work on Ghost of Tsushima
- Terrain Loading and Chunking
- Multithreaded .obj parsing and asset management
- SSAO
- FXAA
- PhysX 5.3 Integration
- ImGui Editor (Scene JSON loading and serialization)
The following screenshots are all taken in-engine.
Here is how it is achieved in real time with potentially many lights :
- Initial accumulation Pass with interleaving at half-resolution
| Accumulation Buffer (and zoom) |
|---|
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- Bilateral Gaussian Blur Pass to reduce noise (and conserve shape)
| Before Blur Pass | After Blur Pass |
|---|---|
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- Nearest-Depth Upsample Pass
Instance Data Generated in Compute Shader :
Texture Masking :











