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Doomenstein

Development Period: March 2025 - May 2025

Doomenstein is a DirectX 11-powered remake of the classic 1990s game Doomenstein. In addition to faithfully replicating the original gameplay, I extended the project with a dynamic lighting system supporting directional, point, and spot lights. I also built a complete UI system and implemented a fully data-driven narrative framework. Pathfinding was handled using an A* algorithm, enabling intelligent navigation across the map.

Demo

Main Technical Points

3D Rendering

For both player and enemy rendering, I implemented a pseudo-3D effect using billboards by setting vertex Tangent, Bitangent, and Normal vectors. By computing the I-Basis between the enemy and the player, I determined the correct sprite orientation and played corresponding sprite animations to simulate a 3D appearance.

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Controller System & Data-Driven Gameplay

All actors in the game are controlled via a unified controller system (PlayerController/AIController) and managed through a centralized ActorHandle. The entire gameplay is data-driven, including weapons, enemies, maps, and placeable objects.

actorDef1.png

Directional Light & Point Lights & Spot Lights

I implemented multiple light types by modifying and extending the D3D11 shader pipeline.

A* pathfinding AI

I implemented enemy patrolling and chasing behavior on a tilemap using the A* pathfinding algorithm.

aiGIF.gif

Data-Driven Story System & UI System

I refined the engine’s UI system and integrated a scalable, data-driven storytelling framework using external configuration files.

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story1.png

3D Audio System

I extended the engine’s Audio System to handle stereo channel output for more immersive sound design.

3dSound.png

Other Solo (Individual) Projects

Lumina Global Illumination

RedCraft

ChessSoul

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