Memo engine is a 3d game engine developed from scratch in C++ with a graphic pipeline using DirectX 11, it was built as part of a series of school courses such as 3d graphics applications, real time GPU, animation, and gameplay programming.
Different GPU shaders were implemented with HLSL to support different texture maps to provide models with high frequency detail,color and surface texture like specular map, displacement map and normal map.
Thanks to the skeletal model implementation, the engine supports loading models with various animations and bone structures. At the same time the engine has real time shadow and dynamic lighting.
These shaders offer unlimited creativity when loading models and with post processing shaders like bloom gameplay and graphics can reach another level.
The physics module of the engine is based on particles with constraints with verlet integration for motion. Using tetrahedrons to load models and adding collision OBBs we can have a good sense of what we can achieve with the physics engine during gameplay.