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Alejandro Segovia Azapian

Rendering and Systems Engineering

  • Blog
  • License
  • Publications
  • C/C++ and Objective-C
  • Computer Graphics
  • Personal Projects
    • Vortex 3D Editor
    • Vortex 3D Runtime
    • Vortex 3D Engine
    • GLSL Shader Editor
    • Quake 2 BSP Renderer
    • Quake 2 Model Renderer
    • The Mandelbrot Set
    • Vector Field Renderer
    • Konoko (OBJ Rendering)
    • Julia-Fatou Set and IFS Fractals
    • Py Particle System (2006)
    • C++ Raytracer (2005)
  • WebGL
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Author: Ale

Lua Vortex Editor Vortex-Engine

Let’s Build Pong in Vortex Engine!

February 11, 2019February 17, 2019Ale

In our last post, we presented the new event system in Vortex and how it allows scripts to receive and react to input events. This week we want to put…Continue readingLet’s Build Pong in Vortex Engine!

Lua Vortex-Engine

Event Handling via Scripts

February 4, 2019February 5, 2019Ale

This week work went into adding support for receiving events and passing them down to scripts. The idea is to allow scripts to provide some logic that reacts to user…Continue readingEvent Handling via Scripts

C++ Lua Vortex-Engine

Modern C++ Lua Interface

January 21, 2019January 19, 2019Ale

As we continue to grow the Lua scripting API for Vortex, it’s become clear that we need a better, less verbose way to expose “classes” and their functions to the…Continue readingModern C++ Lua Interface

3D Engine Retrospective Vortex-Engine

2018: Vortex Retrospective

December 31, 2018December 24, 2018Ale

Despite what it might look like from reviewing this blog’s history, a lot of work went into Vortex through the course of 2018. So much so, in fact, that just…Continue reading2018: Vortex Retrospective

Lua Vortex-Engine

Scripting the Runtime

December 24, 2018December 21, 2018Ale

This past weekend I spent some time making sure the Lua scripting runtime worked correctly on the iOS runtime. While archiving already took care of including scripts into generated Vortex…Continue readingScripting the Runtime

Lua Vortex Editor Vortex-Engine

Developing the Scripting API

October 22, 2018February 17, 2019Ale

With the vertical slice complete and the 3D renderer in a good spot, this week I decided to shift focus to the scripting API of the engine. Scripting is a…Continue readingDeveloping the Scripting API

2 Comments on Developing the Scripting API
Vortex Editor Vortex-Engine

Vortex Engine V3 and Editor Vertical Slice Complete!

August 20, 2018August 20, 2018Ale

Just a few days ahead of the 2018 SIGGRAPH conference, the last few pieces came into place to allow a complete experience from Editor to Runtime. When we set out…Continue readingVortex Engine V3 and Editor Vertical Slice Complete!

C++ Rendering Vortex Editor Vortex-Engine

Deferred Realtime Point Lights

July 23, 2018July 18, 2018Ale

It has been a while since my last update, but I’m excited to share significant progress with the new renderer. As of a couple of weeks ago, the new renderer…Continue readingDeferred Realtime Point Lights

Vortex Editor Vortex-Engine

Multiple Directional Realtime Lights

September 4, 2017September 3, 2017Ale

This week work went into supporting multiple directional realtime lights in the new Vortex V3 renderer. In the image above, we have a scene composed of several meshes, each with…Continue readingMultiple Directional Realtime Lights

Vortex-Engine

Procedural Sphere Primitive and Specular Highlights

August 7, 2017August 6, 2017Ale

This week I spent some time adding specular highlights to the Deferred Renderer. The results can be seen below. Since the box was not the best primitive to test specular…Continue readingProcedural Sphere Primitive and Specular Highlights

Hardware

Custom Computer @ SIGGRAPH

August 4, 2017August 6, 2017Ale

I’m back from SIGGRAPH 2017 and I wanted to share with you this amazing custom computer I saw at the expo. This computer consists of a NVIDIA Tegra K1 System-on-Chip…Continue readingCustom Computer @ SIGGRAPH

Vortex Editor Vortex-Engine

Normal Mapping 2.0

July 17, 2017July 17, 2017Ale

This week we swtiched gears back into Rendering! A lot of work went into building Normal Mapping in the new Renderer. The following image shows the dramatic results: Here, I…Continue readingNormal Mapping 2.0

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