Cross-platform renderer
Project T
A top-down game with its own rendering pipeline for PlayStation 5 and Windows.
- fewer draw calls (550 to 315)
- 42%
- GPU-instanced point lights
- 64
- platforms: PS5 and Windows
- 2
Overview
A top-down arena game built from scratch with no third-party engine. I engineered its rendering pipeline for both PlayStation 5 and Windows: OpenGL and GLSL on PC, and the PS5 rendering API (AGC) with PSSL shaders on console, behind one C++ codebase.
The game runs a timed arena level with collectibles, obstacles and a live frame-time overlay.
Highlights
- Cross-platform rendering pipeline for PlayStation 5 (AGC, PSSL) and Windows (OpenGL, GLSL)
- Deferred lighting added to the existing PBR system, with 64 GPU-instanced point lights and 1 directional light
- Instanced repeated objects such as walls and bounce pads, cutting draw calls by 42% (550 to 315)
- Graphics debugging with NVIDIA Nsight Graphics and Razor GPU