An assignment in school that included Directx 11 implementation with various techniques.
The demo demonstrates a world with the following techniques:
- FPP camera [Walk with WASD, look around with mouse]
- Walkable terrain [Heightmap/ Triangle ray tracing]
- Dynamic cubic environment mapping with reflection
- Back-face culling using a Geometry shader
- Phong shading
- Normal mapping
- Water [Moving UV:s]
- Mouse Picking [Pick objects from a distance with ray casting]
- Imported OBJ meshes with custom OBJ-loader
- Skeletal animations with skinned meshes imported with assimp.
- Particle effects with billboarded particles [Particles emitted on the CPU, and rain drops in the demo]
- Billboarding [Particles and some selected objects are billboarded]