My DirectX 12 playground.
It's written in C++ and HLSL. Uses DirectX 12, PhysX, AngelScript and WinAPI. It's a fourth iteration after one OpenGL engine, one DX9 and one DX11. I have a lot of ideas I would like to code, like support for resource hot reloading, automatic shader parameters, custom UI or keyframe animation system. I'm using a ton of VS features, so you won't be able to compile it with GCC.
Not really a game right now. More like an app for checking if the engine is fine.
To build your own version you need the following tools.
This project was never intended to be portable, so it can be only build using Visual Studio and run on Windows 10 with DirectX 12 - compatible graphics card.
- DirectX tutorials
- StarCraft II effects
- ReadDirectoryChangesW
- rendering techniques by Hiago DeSena (DX11)
- gamma correct rendering, linear space lighting
- PBR
- Self Shadow blog
- Making a Multiplayer FPS in C++
MIT License
Copyright (c) 2018 Marcin Korniluk 'Zielony'
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.