GDC 2026 Graphics Demo Prototype

Put together a new cyberpunk-themed scene in Degine so I have something “somewhat professional” looking to showcase at GDC 2026. Feel like the graphics are in a good spot, though I have about a month to do some optimization and clean-up the code (which is honestly full of

Degine Progress Update 2026

First developer vlog for 2026 is live. Mostly showcasing editor improvements for Degine, my custom OpenGL-based 3D engine I’ve been working on for nearly 3 years. Started integrating more radial menu icons (that were designed around 2 years ago) and prototyping the main user interaction. Most of the

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

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

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