Degine: Forward+ HDR PBR IBL Render Improvements

In the past week I’ve made some major breakthroughs with the performance on Degine, my custom OpenGL / WebGL 3D engine. Did a lot of reading on performance and optimization guides, like on the ARM and Nvidia websites, specifically for OpenGL ES3 performance on mobile. Also integrated a new lighting system, that supports up to 8 dynamic lights at once (with 1 including

Review: Modern Graphics Programming Primer by Hans de Ruiter

This is one of those short, no-nonsense, types of books that actually has a treasure trove on info hidden inside. It’s not very long, and can be read in one or two sittings. And there is not really all that much code either, aside from a few cookbook like examples at the end. What Modern Graphics Programming Primer offers is an approachable, high-level,

Review: Unreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints by Kevin Mack and Robert Ruud

This book right here is gold for anyone wanting to get into virtual reality development with Unreal. There is not a lot of handholding, you are expected to understand the basics of using Unreal to get the most out of the book. Rather than trying to explain programming fundamentals or UE4 basic functionality, the authors instead jump straight into actual VR development. That

Review: Introduction to Computer Graphics and the Vulkan API by Kenwright

Introduction to Computer Graphics and the Vulkan API by Kenwright is exactly what the title implies, an approachable introduction to the Vulkan API and graphics programming in general. This book succeeds in the places where some other books on the market fail, by showing straight-forward code examples, explaining graphics concepts simply, and not assuming you are already a graphics guru. While the quality of

Review: Learning Vulkan by Parminder Singh

Learning Vulkan by Parminder Singh is an excellent foray into the Vulkan graphics API and quite a competent book. The text is a reasonable 466 pages, and packs a lot in there. Singh covers all the basics of using Vulkan and goes into great detail at each step of the way. Not only is there actual C++ code shown (a lot of it), but he

Review: Vulkan Graphics API: in 20 Minutes by Kenwright

Vulkan Graphics API: in 20 Minutes is a short, no-nonsense, introduction to the Vulkan graphics API. Though the title of the book says “20 minutes,” I believe I spent somewhere between 1 and 2 hours to finish it (though I admittedly read pretty slow). This is the type of book I wish there were more of: something short and sweet as a brief