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
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
Last week work continued on different parts of the Editor. As the new renderer falls into place, I’ve been going through the Editor code, finding scaffolding and other legacy code…Continue readingReaching Feature Parity
This week I reimplemented the camera logic from scratch. The previous camera controls in Vortex date from around 2010 and, even though it worked and helped release a number of…Continue readingNew RenderCamera Work
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, work continued on the new V3 Renderer. In the image above, we can see that the renderer is starting to produce some images. It might not look like…Continue readingFirst Steps for the V3 Renderer
The past couple of weeks have been super busy at work, but I’ve still managed to get the ball rolling with the new renderer for the Vortex Engine. This is…Continue readingVortex V3 Renderer
This week I took on the large task of implementing a serialization scheme that allows saving the user’s scene onto their disk. The problem at hand can divided in two…Continue readingThe slow road to persistence: encoding
Work continued on the Vortex Editor this past week. One UI element that has always been somewhat of a functional placeholder and I’ve been meaning to revisit was the Entity…Continue readingRevisiting the Entity View