Gelos Engine
by
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.
📋 DocumentationKey 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+.