New Direction for Real-Time Character

Started testing a new character design for the real-time project. Even though I was happy with the artist I had, rigging and retargeting the animation was turning into a massive headache due to the extreme amount of bones. These would allow things like clothing physics and costumes, however

Character Finished on Real-Time Project

Calling the character for my real-time project done. Had paid an artist for the model (this is one configuration, there’s various outfits and styles), just took some effort to get everything connected on Blender. I’m using tools designed for Unreal Engine, so manual effort was necessary to get

3D Game Conversion w. Stellar Blade

People in the community had been asking about Stellar Blade, so decided to do a 3D video of the game with my ReShade 2D-to-3D effect Rendepth. While Stellar Blade actually does have an official stereoscopic patch from the developer, I was not able to record for YouTube when

2D-to-3D Shader Development with Metal Eden

Just got this banger new update for my 3D conversion ReShade effect called Rendepth. Code was pushed out to GitHub yesterday, and can be installed directly through the ReShade installer. The biggest change has been in (mostly) resolving the artifacts around discontinuities in depth (meaning glitches on first-person

Editor UI Updates for Degine

Managed to get a good deal of work done while my internet was down for almost a week (it’s always something else). Just fixing bugs, and things that were half-working, so research was not required. Pretty amazing what you can accomplish just reading headers and with IDE auto-complete

Graphics Showcase Demo for Degine

Got together a new demo video for Degine, my custom OpenGL 3D game engine, showcasing the current state of the graphics. This 1 minute clip is my submission for the GP-Direct 2025 compilation, with a few dozen other indie game developers and graphics programmers. Stuck a peak at