An island scene built from scratch in DirectX 11.

Created solo for the Graphics Programming with Shaders module at Abertay University, this project was an exploration of DX11’s rendering pipeline from the ground up, written in raw C++ and HLSL rather than through an engine.

On this project I worked with:

  • Vertex and Pixel Shaders — writing custom HLSL shaders to control per-vertex transformation and per-pixel lighting/shading
  • Hull Shaders and Tessellation — dynamically subdividing terrain geometry to add surface detail without inflating the base mesh
  • Post Processing — implementing full-screen effects as a render-to-texture pass over the final scene

I received an A+ for this project. The following year, I returned as a lab assistant on the same module, guiding new students through the same coursework and shader pipeline.

View source on GitHub →