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Final project for my Game Development program. A three week Game Jam to show off as a tech demo.

Topics I bravely attempted, and successfully pulled off for this project are:

Procedurally generated texture (Fire)
– Rendered a procedurally generated flame using a noise, and game time to change the value over time, to a framebuffer.

Omnidirectional cubemap shadows
– Using the same technique ofshadows, but having to render the entire scene 6 times for each direction of a cubemap, and saving the depth. There are 4 flames, so there are 4×6 render passes to calculate the depth values for all of the shadows before the final render pass.

Character Animation
– Loaded multiple .FBX character models, and successfully rendered them with smooth transitioning with current states.

Multithreading

Job Queue