For as long as I can remember, I have always been passionate about 3D games and the technology behind them. I started the Vortex 3D Engine back in 2010 as…Continue readingComputer Graphics
Explore Bindless Rendering in Metal. Apple World-Wide Developer’s Conference, 2021. [watch online] Object-Oriented Programming with Lua. Segovia, A. The Linux Journal Magazine, May 2012. [view on ACM Digital Library |…Continue readingPublications
This section lists some of the articles published at this site. These are grouped by topic and include select techniques for Modern C++ Programming, Realtime 3D Rendering, iOS Development and…Continue readingC/C++ and Objective-C
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!
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
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
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 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
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
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
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
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
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