Carrr Engine – Custom Racing Game Engine – 1st Semester
Understanding Rasterization on the PlayStation 5:
glTF Hierarchy Node Model Loading:
Tying Rendering Together with Physics:
Ai Vehicle Control + Better Map:
Phong Lighting – Spot, Point, and Directional:
End of First Half Result:
Physically Based Rendering:
PBR Lights:
User Interface + Better ImGui Control:
Sky-box:
Shadow Mapping:
Final Product of This Project:
HellBound – Custom Game Engine – 2nd Semester
Prototype #1 of Skull-o-Pendra Boss:
Prototype #2 of Skull-o-Pendra Boss:
Final Prototype of First Half:
Learning Compute Shaders on PS5:
First Iteration of Bloom:
Bloom in Practice:
Monochromatic Shader For Ultimate / Death:
Alpha Blend + Depth Sorting:
VFX – Boss Pentagram Attack:
VFX – Player:
VFX – Further Boss Attacks:
Combo Counter – Text Rendering:
Final Product of This Project:
HellBound Trailer (Not by me) :
The code is under NDA because of PS5 stuff, but you can play the game HERE