DirectX11 First Person Camera C++
https://github.com/TiernanMcCarthy/DirectX11
Achieved a 1st class classification.
Created for a module at University called Program 3D applications. The module's aims were to demonstrate graphical techniques and aptitude in learning an unfamiliar API and DirectX11 rendering. The module itself wasn't looking for polish or mechanics, I demonstrated the criteria of the mark scheme with the features shown here and additionally I created documentation along with the project, designed to fit as a design document and development/test document.
I found the experience extremely insightful and a revelation into how the rendering pipeline truly occurs. I created the program in modular process where all objects derive from one base object. The camera is controlled by its own class that creates the necessary projection matrix which is then passed to the vertex shader and fragment shader. This is adjusted from a Microsoft DirectX11 sample to get the actual window to appear and to understand the basics. However, all rendering, transformations and object management is handled by custom implementations.
Creating a game at this technical level, although challenging is extremely rewarding. If I had more time to work on this I'd create a more structural and expandable system. Currently the player can interact with a camera using the mouse and keyboard and pick up and drop a target block. If the target block is dropped in the goal block, AABB collision triggers the window to shut.
Created for a module at University called Program 3D applications. The module's aims were to demonstrate graphical techniques and aptitude in learning an unfamiliar API and DirectX11 rendering. The module itself wasn't looking for polish or mechanics, I demonstrated the criteria of the mark scheme with the features shown here and additionally I created documentation along with the project, designed to fit as a design document and development/test document.
I found the experience extremely insightful and a revelation into how the rendering pipeline truly occurs. I created the program in modular process where all objects derive from one base object. The camera is controlled by its own class that creates the necessary projection matrix which is then passed to the vertex shader and fragment shader. This is adjusted from a Microsoft DirectX11 sample to get the actual window to appear and to understand the basics. However, all rendering, transformations and object management is handled by custom implementations.
Creating a game at this technical level, although challenging is extremely rewarding. If I had more time to work on this I'd create a more structural and expandable system. Currently the player can interact with a camera using the mouse and keyboard and pick up and drop a target block. If the target block is dropped in the goal block, AABB collision triggers the window to shut.