Understanding Directx11 2d Figter Project
Let's dive into the details surrounding Directx11 2d Figter Project. Updated with reflections, all sprites loaded dynamically, a few actions, DirectInput, XInput. Shadows oncoming.
Key Takeaways about Directx11 2d Figter Project
- New: -Text rendering -Bloom post process -Particle system updates -Better performance.
- Finally, I've worked out how to implement soft shadows. It's done by doing a two-pass gaussian blur on the shadowmap.
- Probably last update. The
- Added linear blend skinning for skeletal animations and refractions for transparent materials, also some basic linear fog.
- scripting -ribbon trails -imported particle systems from blender -
Detailed Analysis of Directx11 2d Figter Project
Shadows added, normail mapping, multitexturing, material mapping This is the Second update to my ongoing new: -multithreaded resource loading (multicore support) -real time palette swap -bar animations -character select -2 player ...
Added hardware tessellation with edge smoothing Phong algorithm, multiple point light support w/ quadratic falloff, multiple ...
That wraps up our extensive overview of Directx11 2d Figter Project.