- CPU Tessellation
- Effects (Windows/PS3)
- DirectX 11
- GPU Instancing (Windows)
- CPU Instancing (Windows/PS3)
The goal of this project was to refactor and optimize given code and be able to run it on both Windows and PS3 using a PS3DevKit.
I could use my own architecture for the project I made for windows first, then refactored the PS3 code into the Windows architecture.
The point was to make as much crossplatform types and methods as possible to avoid the overuse of #ifdef around them.
As my first crossplatform code experience I was surprised to see the code differences between Windows and PS3,
especially the communication with the shaders.
There is indeed some work to be done on the lower level of the architecture but if that's done well,
there's not much to be done on the higher level, which makes it easier on other people who have little to no experience with crossplatform.
So it's a really nice thing to learn.