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Christopher Howlett

Game Programmer

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DirectX 11 Playground

I started this project a few holidays back as a summary of everything I've learned at Media Design School. So far, this primarily consists of rendering techniques I didn't get to try out during class. The future goal of this is to get AI that will make decisions by itself based on what it decides is best for the state of the village, instead of having a fixed set of commands or particular state.

Key Features:

  • Deferred Shading

  • Skeletal Animation (still being ported from DX10)

  • Grass rendered using Geometry Shader

  • Post Processing Effects (currently glow and radial blur)

  • Geometry Shader UI

  • Full port from DirectX 10 to DirectX 11 

 

In Year 3 at Media Design School, I used this framework to implement a Level Editor and parallel processing techniques (OpenCL and Multithreading) for various assignments.

See my blog for my early development logs.

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