Dilara Albayrak Logo Image
Dilara Albayrak

Rendering Prototype for 2.5D Platform Game on DirectX 11

This project is a 2.5D platformer demo developed as part of a final assignment for C++ and Real-Time Graphics modules. It focuses on building a scene from scratch with multiple rendering, shading, and animation techniques implemented using DirectX 11.

DirectX 11
C++
ImGui
OBJ Parsing
Shading
Texture Mapping
Bump Mapping
Parasoft
UML

Project Overview

  • Developed a 2.5D platformer game level with distinct foreground, background, and skybox layers to simulate depth perception.
  • Built a custom .OBJ model loader to import 3D models directly into the game engine without relying on external libraries.
  • Integrated per-pixel (Phong) and per-vertex (Gouraud) shading, as well as texture mapping and bump mapping for surface detail.
  • Added dynamic lighting modes: directional ambient daylight and player-oriented torchlight with real-time switching.
  • Ensured responsive real-time rendering using DirectX 11, DirectXMath, and ImGui for interface components like debug stats.
  • Designed a zoomable and follow-style camera that tracks the player’s movement and maintains a consistent frame composition.
  • Game logic and animation parameters (e.g. time speed, object behaviour) were driven via external configuration files.
  • Used ImGui to toggle visual effects and display runtime statistics such as FPS, active light mode, and player coordinates.
  • Applied static code analysis with Parasoft C/C++test to ensure code reliability, compliance with industry standards, and maintainability.