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About the developer

MrySwk
332 Stars 48 Forks 133 Commits 1 Opened issues

Description

my dx12 playground

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# 269,567
C++
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133 commits

Gravity Engine

Introduction

Icon

This is my personal game engine project that uses DirectX 12 exclusively for rendering.

Preview

Features

PBR

PBR_1

PBR_2

PBR_3

Manipulation Gizmo

Manipulation

Clustered Deferred (1000 lights)

Clustered

Temporal Anti-Aliasing

TAA

Cascaded Shadow Map

CSM

Percentage Closer Soft Shadow

PCSS

Capsule Soft Shadow

CapsuleShadow

Signed Distance Field Baking

SDF_Baking

SDF Ray-Traced Shadow

SDF_Shadow_1

SDF_Shadow_2

Ground Truth Ambient Occlusion & Reflection Occlusion

AO_RO

Stochastic Screen Space Reflection

with - Importance GGX - Prefilter - HiZ Tracing - BRDF-weighted resolve

SSR

Depth of Field

SSR

Motion Blur

SSR

Bloom

SSR

ACES Tone Mapping & Uncharted 2 Tone Mapping

Dependencies


1. DirectXTK12

2. fbxsdk

copy

FBX SDK\2019.2\lib\vs2017\x64\debug\ {libfbxsdk.dll,libfbxsdk.lib,libfbxsdk.pdb}

to

Debug\Build

3. boost

4. DirectXTex

todo

  • [x] Editor
    • [x] Scene Serialization
    • [x] Manipulation Gizmo
  • [ ] Renderer
    • [x] TBDR/CBDR
    • [x] PBR
    • [x] Temporal AA
    • [x] Occlusion Culling
    • [x] CSM/PCSS
    • [x] Signed Distance Field Ray-Traced Shadow
    • [x] GTAO/GTSO
    • [x] Stochastic SSR
    • [X] Depth of Field
    • [x] McGuire Motion Blur
    • [x] Bloom
    • [ ] TLOU-Styled Indirect Shadow
    • [ ] DDGI
    • [ ] Glossy GI
    • [ ] Refactoring
  • [ ] Mono
  • [ ] Particle System
  • [ ] Animation System

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