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Gelos Engine

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Tags: C++ Engine Programming Porting Team Project

Overview

This documentation goes over the overview of the architecture, rendering systems, and platform-specific implementation developed for the engine. The documents are separated into their areas to better explain their reasoning, implementation details and technical limitations of each system.

📋 Documentation

Key Features

Graphic Backends

The main graphic backend for this project was DirectX 11, with a full port to PS5 and partial port to the web.

Lighting and Shadows

Can have up to 16 lights while maintaining 60+ fps. With three light types: point, spot and direction. And four shadow types: hard shadows, hard shadows+, soft shadows and soft shadows+.

Web Port Verison

Note: This doesn't represent the newest state of the engine or what capabilities it has. This was an attempt at porting it over for the web within three days.
Launch Web Port