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.

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