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Nitish Victor edited this page Dec 4, 2018
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- Materials, Meshes and Entities need to be revamped and put in lists or hashmaps with compile time string hashing
- Load scene data from a file
- Optimize descriptor heap usage by keeping one GPU visible heap and multiple CPU visible heaps (especially texture and g-buffer handling)
- Spatial Hashing with ordered drawing
- Job system
- Event Handling system
- Input handling (KB + Mouse)
- Cascaded Shadow Maps
- Bokeh highlights for DOF
- Point light shadows
- Implement spot lights
- Terrain with splat maps
- Vegetation (Grass, trees)
- Basic Animations