Portfolio before TestDrive Unlimited 2 Experience

AnisFX is a little rendering engine wich implements deferred lighting and EdgeAntiAliasing filter by post processing , it handles rendering and animation of several model files and provide some scripting mechanism.
This project is a 2 years spare time investment  ( ~=  2 hours per days ) and was done in order to get a Rendering programmer job into the videogame industry.

More details can be found on this old website.

Lighting:


Only point lights are modelled.
The renderer bandwith is highly optimized , the G-Buffer holds Z Camera space in a R32F format , Normals in a R16G16F , albedo and specular mask in a R8G8B8A8 render target.


Point light shadows:


Point light can cast shadows with a variance shadow mapping algorithm implemented as a cube shadowmap and resolved in a fullscreen render target for use in the lighting phase (post G-Buffer).


Materials:


Only one material type is supported , normally a deferred renderer should support multiple lighting models and material by encoding a material ID.


Models and animation:


The engine read proprietary mesh format exported from 3DSMax for static geometry and computes its tangent , binormals , normals informations for phong tangent space bump mapping.The engine read and render including animations  : Quake 2 format (MD2 )  , Quake 3 format (MD3).The engine also render Doom3 format (MD5).


Scripting:


Scripting is interfaced with LUA , it permitt to dynamically instanciate lights and meshes.

Screenshot from MD5 demo: