Klink Engine

Klink Engine is a custom 3D engine built using DirectX 11 and C++. It started as a learning platform at LaSalle College Vancouver and I am constantly improving it as I learn new techniques and more optimal design strategies. My favourite project built with Klink so far is the Terrain Erosion Simulation which simulates particles that modify a heightmap mesh's height values to achieve an organic effect. Klink engine currently has built-in functionality for meshes, models, bone-based skinned animation, shaders and post-processing effects, AI behaviours (including pathfinding using multiple search algorithms), immediate mode UI using the DearImGui library. Link: https://github.com/Zaelgar/Klink-Engine

The above animation

Klink Pathfinding Demonstration

The above animation is a simple demonstration of the four current pathfinding algorithms available to Klink. In order of appearance, they are breadth-first search, depth-first search, Dijkstra search, and A-star search. Klink uses a policy-based approach to facilitate extensibility and modularity. Each algorithm implements a unique set of functors within the same basic code structure to search through the nodes. For A-star, this includes a swappable heuristic functor.

As an exploration in

Travelling Salesman - Genetic Algorithm

As an exploration into machine learning algorithms, Klink supports a few different types. This example is an implementation of a genetic algorithm used to solve the travelling salesman problem. The "cities" are arranged in a circle so we know that a trip around the circle will always be the fastest and can prove our algorithm's results.

Klink has a propriet

Model/Material Importer

Klink has a proprietary tool that reads, converts, and saves .fbx files into a Klink-usable format with the assimp API. This model was taken from Mixamo.com as a test. The model features accurate lighting, imported textures, and imported animations from the downloaded file.

The above animation
As an exploration in
Klink has a propriet