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Alejandro Segovia Azapian

Rendering and Systems Engineering

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Category: Vortex-Engine

3D Engine Lua Vortex Editor Vortex-Engine

Component Introspection

July 3, 2017July 4, 2017Ale

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

Retrospective Vortex Editor Vortex-Engine

Vortex Editor turns 1 year!

June 26, 2017December 21, 2018Ale

I hadn’t realized, but the Vortex Editor turned one year old a couple of months ago. I set off to work on this project in my free time with a…Continue readingVortex Editor turns 1 year!

3D Engine C++ Lua Vortex-Engine

Binding C++ to Lua

June 19, 2017June 19, 2017Ale

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

Lua Vortex Editor Vortex-Engine

Building the Engine Scripting API

June 6, 2017February 12, 2019Ale

Last week when we left off, we were able to implement a Lua REPL in the Vortex Editor console. This week, I wanted to take things further by allowing Lua…Continue readingBuilding the Engine Scripting API

Lua Vortex Editor Vortex-Engine

Adding a Scripting Engine to Vortex

May 29, 2017May 29, 2017Ale

This week I added scripting support to the Engine. I chose to go with Lua because of how easy it is to integrate into existing C/C++ codebases. I’ve mentioned Lua…Continue readingAdding a Scripting Engine to Vortex

Vortex Editor Vortex-Engine

Deferred Rendering – Part II: Handling Normals

March 27, 2017March 25, 2017Ale

This week work went into adding normal data to the G-Buffer and Light passes. I left normal data out while I was still implementing the architecture for the deferred renderer,…Continue readingDeferred Rendering – Part II: Handling Normals

3D Engine Rendering Vortex-Engine

Deferred Rendering – Part I

March 20, 2017March 19, 2017Ale

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

3D Engine Vortex-Engine

G-Buffer

March 14, 2017March 13, 2017Ale

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

3D Engine Vortex-Engine

Multi-Render Targets

March 6, 2017March 6, 2017Ale

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

Vortex Editor Vortex-Engine

New Light Interface

February 13, 2017February 12, 2019Ale

This week, work focused on developing a completely new interface for placing and customizing lights in the scene. The history of Vortex with lights is interesting. In Vortex 1.1, the…Continue readingNew Light Interface

Vortex Editor Vortex-Engine

Postprocessing Underpinnings

February 6, 2017February 6, 2017Ale

These past few weeks the majority of work went into establishing the underpinnings for frame postprocessing in the new V3 renderer. Vortex 2.0 was the first version of the engine…Continue readingPostprocessing Underpinnings

3D Engine C++ Retrospective Vortex Editor Vortex-Engine

Wrapping up 2016: Lessons Learned from working on Vortex

December 31, 2016December 20, 2018Ale

2016 marks a year where a lot of work went into both the Vortex Engine and the Vortex Editor. Working on both these projects during my free time has been…Continue readingWrapping up 2016: Lessons Learned from working on Vortex

2 Comments on Wrapping up 2016: Lessons Learned from working on Vortex

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