Developer Update for Degine – June 2025
Made this long-ass developer update for my OpenGL engine, Degine. Lots of info in the video, but I’m working on the character animation mostly and fixing bugs with stuff that was mocked up before. Graphics are in a good place (aside from the glitches), need to flesh out the features right now. Most recently I was working on smooth controls for zoom and orbiting selected objects in the editor, shown in detail above.

The past week I’ve been working on the morph target (blend shape) animation system for facial motion capture. I got a few simple tests working, but the production model is glitched out at the moment, since it includes both morph targets and skinned animation, and they need to work together. This is an example of where it’s at right now with a simpler test asset.
Hope to have the animation system working later today, so I can import the actual game assets and start testing them. My aim is to have a small graphics demo by end of July, for the 2025 version of GP-Direct, a graphics programming showcase video I’m doing with some buddies (last years video was a decent hit). Beyond that, I want to have something out and finished (hopefully a product that brings in some cash) in September, and then release an alpha/tech-preview version (with source) for the engine itself before end of year. Still rather ambitious, but I feel like I put in enough work and it might actually come together.