VK_NV_ray_tracing_Reflections
VK_NV_ray_tracing
Hello World
My hello world to the Nvidia's Turing extension for Vulkan.
PBR
(Physically Based Rendering)
Material based pipeline with micro-facets lighting model to simulate real time graphics
Deferred Rendering
Using Multiple Render Targets in first pass to store needed values which will be used in the next pass for lighting calculations
Shadows
Percentage-closer filtering shadows to avoid sharp edges
2.5D Game
DigiPen has been a great place for working in team to develop a game each semester. In this one, I've worked on Engine and Tools
Run Time Type Reflections
No more if-else and a long Serialize description for every component you add. Though you need to register every component class and their data members.
But it was worth the effort since it made serialization and editor super easy in terms of scaling.
Here is a full source code to reflection file that I wrote to use
RTTR library. Feel free to also checkout editor or whole engine in general.