SMU Guildhall Graduate Catalog Spring 2016 — Cohort 23 | Page 54

Srinath Upadhyayula Software Development « API Agnostic Rendering Engine The project is a C++ Game Engine I chose this project because I wanted to using OpenGL4 and DirectX11 APIs. The of the curriculum, DirectX is a popular capable of 2D as well as 3D rendering engine is capable of rendering with either pipeline, while the game is unaware of the system being used. rendering API system and is the only API supported by XBOX and some other Microsoft systems. In addition to this, the project uses a The project was my second Directed translates this to GLSL for OpenGL or complete. The project was beneficial custom shader language “SriSL” and HLSL for DirectX on load. I designed and developed the “SriSL”, an xml-based custom shader language, in order to keep the shaders API agnostic. 54 learn DirectX. Even though it is not part SOFTWARE DEVELOPMENT Focus Project and took two months to because it allowed me to explore a different API and posed a unique design challenge for the SriSL shader language.