Viridian Forest
Overview
Work
- Skeletal animations (vertex shader)
- Post processing effects (bloom & motion blur)
- HLSL shader programming (geomterty shader)
- Basic shadow mapping
- Basic particle system
- Nvidia PhysX cloth integration
- Picking
Tech
- C++ 11
- Microsoft DirectX 10 (june)
- Nvidia PhysX 2.8.3
- Basic 3D engine provided by Brecht Kets & Thomas Goussaert (component based version of the mousetrap framework)
Description
Small tech demo created in 2013 showcasing a variety of features.
The goal is simply to find & click as many bugs as possible.
Grass Shader description
As most games implement basic grass vegetation as a single plane, I felt that experimenting with a different approaches was an interesting topic for a geometry shader.
The framework passes only a single vertex to the shader, which respresents the position of a single grass blade.
Grass blades consist of 1 to 5 planes in height (depending on the lod) and have the ability to wave with the wind (both simulated & generated by an object).
Even tough it's a fairly inefficient way of rendering large patches of grass, it has a unique look & feel to it.