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.