Solaris

Game trailer & technical breakdown

Overview

Project Type

Team Project

Year

Project Duration

Context

Tools

My Responsibilities

Team Members

Supervisors

Code

Emil Fransson
Emil Högstedt
Ove Odegård
Stephanie Sundqvist Tepfers
Adrian Tegelind

Marcus Holmberg
Max Danielsson

2021

10 weeks

Blekinge Institute of Technology "Small Game Course"

D3D11, Imgui, C++, HLSL, Assimp

Engine architecture, D3D11 Rendering Back End, Blinn-Phong Lighting, Omni-directional Shadow Mapping, Picking, View Frustum Culling, Bloom, Skybox, Normal Mapping

Impact of contributions

Through the implementation of view frustum culling the game was able to reach - and surpass - the course performance requirements. Prior to its implementation the development was also suffering from the low frame rates. The culling was implemented for both the main camera as well as for the shadow mapping render pass, avoiding unnecessary draw calls, as well as freeing up resources for new game features.