Degine: Early Editor Progress

Quick update on Degine, my in-house OpenGL engine. Most of the shaders were finished a few months ago, though I’ve been working on various optimizations behind the scenes. Performance is quite stable, at least on high-end desktop, right now (watch the embedded video). Still needs some work on the lower-end and mobile, though it’s getting there. The most visible addition is a UI,

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

Degine: 60FPS on $99 Kindle Fire

I spent the last two days adding GPU compressed texture support to Degine, my custom OpenGL / WebGL 3D engine. I tried a few formats, but ended up going with ASTC, since it was the only one that appears to be supported on both desktop and web. While it’s not a massive difference, it was enough to get the Amazon Kindle Fire HD

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: 3D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan by Sergey Kosarevsky

This book is pure gold for a graphics or engine programmer. Sergey Kosarevsky is able to walk you through many intermediate to advanced techniques, in both OpenGL and Vulkan, and shows you how to make a real 3D engine. The fact that each chapter is shown in both APIs is great, as it give you a better understanding, and can really help if

Myra

Real time photogrammetry demo for mobile, made with Godot Engine. Uses 3D scans of actual people and objects for the most realistic graphics. Lighting is done with high quality baked lightmaps. Designed to run on mobile devices, and allows you to rotate the camera and look at the scene. Download now for Android

Ella: a study in realism

Ella, a study in realism made in Godot Engine. Features a cinematic camera and can be watched as a real time music video, a 3D graphics benchmark, or control the camera and fly around the environment. Uses global illumination in Godot to achieve realistic lighting, all in real time (no baked lightmaps). The character model and some assets were made with photogrammetry for

Decay: a real time interactive experience

Decay, a real time interactive experience made in Godot Engine. Features a cinematic camera and can be watched as a real time music video, a 3D graphics benchmark, or control the camera and fly around the environment. Press Escape to view the options. Space to toggle cinematic camera (be sure to close the menu before flying around). WASD or Arrow keys move around.