The power of Claude is simply mind boggling. Using Claude 4.6 I was able to add the following features to my renderer in only a few hours of work. Implementing these by hand would have taken me months. Here is the complete list:
Major features:
- PBR Materials — Cook-Torrance BRDF with metallic-roughness workflow + glTF
2.0 importer
- HDR Post-Processing — SSAO, bloom, FXAA pipeline
- Advanced Lighting — Point shadows, IBL, tiled lighting, SSR
- Spot Light Shadows + Area Lights (MRP approximation) + frustum culling
- Volumetric Fog + Projected Decals
- GPU Particle System — Compute shader simulation + billboard rendering
- Subsurface Scattering (screen-space SSSSS)
- TAA (Temporal Anti-Aliasing)
- GTAO (Ground Truth Ambient Occlusion, replacing SSAO)
- Order-Independent Transparency (Weighted Blended OIT)
- Morph Targets / Blend Shapes
Bug fixes (this session):
- PBR CBuffer mismatch (missing light arrays → black rendering)
- Transparency type mismatch (bad_any_cast)
- SRV/RT hazard + missing sampler warnings
- Morph target int param types
- Sampler register offsets
- Particle system rendering fixes
Here is sample output: