Fenil Shingala

Game Developer

May 8, 2020

Vulkan

My journey to learn one of the modern APIs. I have listed some key-points here.

February 21, 2020

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.


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