Titan Engine
Titan Engine is our custom made DX11 and C++ graphics engine. It’s currently being used to develop B.O.O.M.
During this project I have contributed, among other things:
Deferred and forward rendering
PBR-shaders for realistic lighting.
Support for multi-material meshes through submeshes.
Bloom and other post-processing.
Frustum culling.
Things I am currently working on/planning to add:
Clustered Shading
Shadowmapped point- and spotlights
SSAO
GPU-instancing of meshes