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Snabb Grabb

Skärmbild_2024-05-08_162255-transformed.png

In our engine, I implemented a bullet trail effect using my particle system. This system utilizes compute shaders for particle calculations, enabling it to handle a larger number of particles without significant performance loss.

To make my particle system user-friendly, I created a particle system editor. This allows for easy adjustments of properties such as lifespan, size, position, etc., and particles can be saved and loaded locally during runtime. To apply particles to different objects in the game, I created a particle component that can be added to objects. The position of the particle system is consistently updated, which is essential for different particle VFX like the trail effect.

Leaderboard using text renderer

I refactored my text rendering to make it easier to use, simpler, and more optimized by utilizing DirectXTK. This improvement was applied to render text for leaderboards and player usernames.

I contributed to adding PhysX to the project and made some changes in the model loading process in our Engine. This allowed for models to be integrated into a PhysX scene, enabling collision detection and allowing PhysX to run in both release and retail modes.

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