Over a period of 33 weeks I created a comprehensive rending and animation and Graphics engine. This was a massive upgrade as compared to starlight engine in its entireity. This project included multiple libraries all being utilized to render and animate multiple objects at runtime.
A heap based memory system which overloaded new and delete operators for heap specific alignment and assignment. It also has the ability to track each file and line nmumber of a specific allocation.
Comprehensive math system that included functionalities for vector, matrices and quaternion.
A File system wrapped that used OS native functions for ease of use and faster speeds. Developed methods for packing multiple data structures into a single file.
An offline GLFT model converter that allowed had the capability to convert most GLFT/.GLB models into a custom format. The converter could convert multi-mesh models, with multiple textures as well as animations. All that data was than serialized using Google Protocol Buffers and utializing my file system, saved to a single file that the Engine than reads in, deseralizes and renders the model.
An object system built from a tree based data structure that built to allow quick and efficient implementation of scene graphs and the animation system
All of these libraries assisted in the implementation of the DirectX11 Graphics API, that allowed for multiple vertex buffers and vertex array objects. Functionalities include the capability to have multiple cameras, object culling, object transformations, mesh loading, lighting, custom shaders and textures. The system also had functionality for animations. It included frame buckets, key frames, animation speed, a full skeleton system built using the custom object trees and linear/spline interpolation. I also implemented skinning system that utilized compute shaders and the GPU to drive all the animation and rendering.