c++ using the DirectX api. Everything is built from scratch: gui, rendering, geometry generation. The
algorithm is based on marching cubes but adjusted to marching tetrahedra for use within HLSL.
Engine: Overlord Engine ( DAE )
Graphics API: DirectX 11
Version Control: Git
This application was part of the module Graphics Programming 2 of DAE. We were tasked for creating a geometry shader using the DirectX 11 and the DirectX 11 effects framework. This really thought me a lot what to do and what not to do in graphics programming (mostly what not to do). I’ve also written a paper highlighting my research.