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
This week, work on the scripting interface continued. As the image below shows, I can now access an entity’s components and even drill down to its Material through the Lua…Continue readingComponent Introspection
For the last couple of weeks, a lot of work has been going into developing the scripting API that the engine is exposing to Lua. Embedding a scripting language into…Continue readingBinding C++ to Lua
This week, work went into completing the initial implementation of a Deferred Renderer for Vortex. Every feature we had been incorporating into the Engine so far was building up to…Continue readingDeferred Rendering – Part I
This week I started working on the G-Buffer implementation for the deferred renderer. The G-Buffer pass consists in the first half of any deferred shading algorithm. The idea is that,…Continue readingG-Buffer
This week, work went into testing Multi-Render Target support. Usually abbreviated MRT, Multi-Render Targets allow our shaders’ output to be written to more than one texture in a single render…Continue readingMulti-Render Targets
This past week was crazy busy and I didn’t have any time to sit down and code. Nonetheless, I had the time to work out the math and jot down…Continue readingQuick Procedural Geometry Notes
Work continues on the new Rendering System for the Vortex Engine. This week was all about implementing basic texture mapping using GL Core. The following image shows our familiar box,…Continue readingShader Texture Mapping and Interleaved Arrays
This week, I’ve continued working on the Editor, adding Entity instancing through the UI and (simple) position editing. The image above features a rough preview that helps show how any…Continue readingBasic Entity Instancing and Positioning
It seems the sun has set on the good old Hypr3D app. This was the first commercial app to use a licensed copy of my 3D Engine back in 2011.…Continue readingGoodbye Hypr3D
In my last post, I started discussing Bump Mapping and showed a mechanism through which we can generate a normal map from any diffuse texture. At the time, I signed…Continue readingBump Mapping a Simple Surface