A C++/DirectX 11 3D game engine and asset conversion pipeline focused on skeletal animation, mesh rendering, and glTF model importing, built around a modular architecture with libraries for math, file I/O, tree structures, and Protocol Buffer serialization. Features a GPU compute shader pipeline for animation blending, a multi-stage asset conversion system (FBX → glTF → custom protobuf binary), a DLL-based modular service architecture across 18 projects, and custom diagnostic tooling including memory leak tracking and SIMD-aligned allocation.
Offloaded skeletal animation blending from CPU to DirectX 11 compute shaders, reducing per-frame CPU load for multi-character scenes.
Built a two-stage pipeline (FBX → glTF → custom protobuf binary) that decouples artist-friendly authoring formats from runtime-optimized engine formats.
Designed 18 projects across two solutions with standalone libraries (Math, File, Manager, PCSTree) exported as DLLs with well-defined interfaces for independent testing and reuse.
Implemented a memory leak tracker (MemTrace) with file/line granularity, SIMD-aligned allocation, DirectX debug layer integration, and thread tracing for low-level debugging.