Level Renderer in OpenGL and C++
As a game developer specialized in engine programming and graphics, I developed a Level Renderer using OpenGL and C++. This renderer is designed to import levels from Blender and process them using an Object-Oriented approach, breaking them down into individual objects with vertex coordinates and materials. The renderer uses rasterization for per-pixel processing and is planned to be updated to include Ray tracing. Moreover, the project incorporates advanced features like camera movement, dual viewports, camera collision, reflections, lighting, and a skybox to provide an immersive experience.
Key Features:
- Camera Movement & Collision: Integrated a camera system allowing for free movement and object collision, enhancing user navigation.
- Dual Viewports: Implemented dual viewports offering two different perspectives, enriching the user’s visual experience.
- Object-Oriented Approach: Built on a strong Object-Oriented foundation, allowing individualized rendering down to vertex coordinates and materials.
- Reflections & Lighting: Integrated real-time reflections and dynamic lighting to elevate visual realism.
- Skybox Integration: Added a skybox for an immersive atmosphere, completing the environment.
- Rasterization: Utilized rasterization techniques for per-pixel processing, laying the groundwork for future Ray tracing updates.
Technologies Used:
- OpenGL
- C++
- Object-Oriented Programming
- Camera Systems (Movement & Collision)
- Dual Viewports
- Rasterization
Accomplishments:
- Holistic Development: Responsible for both engine and graphics programming, delivering a fully-realized rendering tool.
- Optimized Performance: Achieved smooth rendering through efficient coding practices and algorithm optimization.
- Future-Proof: Designed with extensibility in mind, laying the foundation for Ray tracing and other advanced features.


