BRE Architecture Series Part 3 – Helpers
In this opportunity, we are going to talk about the commonly denominated “utilities” or “helpers” of BRE.
To explain in more detail, we are going to divide this part per library and file.
DirectX 12 – Ambient Occlusion – The First Approach
In this post, I am going to show how I implemented ambient occlusion in my DirectX 12 rendering engine.
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DirectX 12 Engine- Updates + Demo
In this post, I am going to describe some changes I did to my DirectX 12 rendering engine.
Multithreading Exercises #1 – Bouncing Particles
In this post, we are going to talk about an exercise that should be solved using multithreading techniques.
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