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This two-person project involved implementing an animation system using D3D11 compute shaders as a part of a C++ game engine.

The features of the system include:

  • Animation skinning and joint inverse computation done on the GPU

  • Animation parameters stored in structured buffers and updated every frame

  • Partial body animation supported

  • Animation state machine that selects the appropriate animation based on the type of obstacle and adjusts the animation based on height and distance of the obstacle

Platform

Windows

Gameplay

The player can move the target marker to any point on the plane. Once the player locks the target position, all the zombies will move towards that target, crossing any obstacles that may come in the way.

GPGPU ANIMATION SYSTEM

Programming 

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