DirectX 10 Söder Engine

Here’s a few screenshots of some of the cool apps I’ve been working on this term. All of them use my DirectX 10 renderer called Söder Engine.

Water rendering with reflections and refractions. I’m specially proud of the way deep water is shaded, it fades out to (green) darkness depending on the depth so you can’t see the sea bed. I’ve seen lots of water/ ocean simulations that don’t account for the depth which results in the water looking like it’s a surface, not a volume.

Precomputed radiance transfer encoded with spherical harmonics. A technique for soft global illumination (“more realistic lighting”, in layman’s terms) that requires heavy precomputation but that can then be rendered at very high speeds, with dynamically changing and rotating light.

A* pathfinding on a navigation mesh with smoothing for more natural paths.


A networked (TCP/IP) mini-game. Really boring and ugly screenshot.

More water. Showing off reflections and refractions. Model by Ludvig Aleman (Thanks Ludvig!).

The sea bed is visible only through shallow waters.

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  • What’s this?

    My name is Kian Bashiri and I'm
    an independent game developer
    from Sweden.

    The game medium is still young,
    immature and so full of potential.
    A creative person can hardly find
    a more exciting space to explore!