
Tech Stack
C++
Direct3D 11
HLSL
Description
Built over a semester from a starter codebase to a working in-engine renderer, one milestone at a time.
This is the project where I stopped treating the GPU as a black box. Every stage had to be configured explicitly, every shader compiled and bound by hand, and when something rendered wrong the only way forward was to inspect the stage that produced it.
ImGui debugging panels made that tractable — being able to toggle and inspect render stages at runtime turned guesswork into a bisect.
- Configured the Direct3D 11 GPU pipeline stages from scratch in C++.
- Wrote HLSL shaders from scratch and handled compilation and binding.
- Implemented shadow and post-processing resources.
- Built ImGui panels for runtime render-stage debugging.
Page Info
Pipeline & shaders
GPU pipeline stage configuration, shader compilation and binding, shadow and post-processing resources.
