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University project in which the task was to create a scene using DirectX11, containing: procedural content generation, post processing, and a playable element.

 

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Software Used

DirectX 11

DirectXTK 2015

Languages Used

C++

HLSL

Visual Studio 2019

This project showcases a live, procedurally generated terrain in which the player can walk and jump on, and scene bounds will not allow the player to walk off the terrain. The aim is for the player to collect all of the coins scattered across the terrain. The player can alter the amplitude and wavelength of the terrain and regenerate it as many times as they would like. They can choose to regenerate the collectable coins once they have all been collected. The player can also choose between four different post-processing effects to apply to the scene: monochrome, sepia, bloom blur, and gaussian blur. All of these actions can be achieved using the Dear ImGui displays.

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DX11 PROCEDURAL TERRAIN GENERATION

Post Processing Effects
Post Processing Effects

Post Processing Effects

00:07
Movement & Coin Collection

Movement & Coin Collection

00:07
Terrain Generation

Terrain Generation

00:07
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