In this project, I was solely responsible for graphics programming. It was a challenging but highly rewarding experience. Building on issues identified in our previous project, Spite, I took the initiative to refactor the rendering pipeline into a more cohesive and maintainable system. This work occupied most of the pre-production phase, but it significantly improved both readability, flexibility and performance.
In addition, I implemented several key features, including a transition from per-model to per-mesh rendering, enabling different blend modes and shader usage per mesh. I also added support for spotlights, post-processing effects, and improved the rendering pipeline for alpha and additive blending.
I would love to further implement linelights, decals, c++ based flipbook support, baked lighting and even probe-lights if I had the time. I might do some of these in the next project.
Although demanding, this project played a major role in developing an interest in graphics programming.
As of me writing this, the project hasn't ended which is why the trailer isn't up on YouTube and why it takes so long to load.