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Alejandro Segovia Azapian

Rendering and Systems Engineering

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Category: Vortex Editor

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 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 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

Lua Vortex Editor Vortex-Engine

Putting it all together

July 10, 2017July 11, 2017Ale

This week has been a big one in terms of wrangling together several big pillars of the engine to provide wider functionality. The image below shows how we can now…Continue readingPutting it all together

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!

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

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