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Alejandro Segovia Azapian

Rendering and Systems Engineering

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Year: 2016

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
Vortex Editor Vortex-Engine

Reaching Feature Parity

December 26, 2016December 26, 2016Ale

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

Vortex Editor Vortex-Engine

New RenderCamera Work

December 19, 2016December 12, 2016Ale

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

Uncategorized

Material Editing via Shader Introspection

December 12, 2016December 7, 2016Ale

Last week I started to work on an advanced Material Editor for Vortex. If you remember, one of the objectives of the new V3 Renderer was to completely overhaul the…Continue readingMaterial Editing via Shader Introspection

3D Engine C++ Vortex Editor Vortex-Engine

Shader Texture Mapping and Interleaved Arrays

November 28, 2016December 1, 2016Ale

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

Vortex Editor Vortex-Engine

First Steps for the V3 Renderer

October 31, 2016October 31, 2016Ale

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

C++ OpenGL Vortex Editor Vortex-Engine

Vortex V3 Renderer

October 24, 2016October 24, 2016Ale

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

Vortex Editor Vortex-Engine

The slow road to persistence: encoding

September 12, 2016September 11, 2016Ale

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

Vortex Editor Vortex-Engine

New Scale Tween Component for the Vortex Engine

September 5, 2016September 3, 2016Ale

This week was pretty packed, but I found some time to write the final addition to the native components for the vertical slice of the Editor. This time around, the…Continue readingNew Scale Tween Component for the Vortex Engine

Vortex Editor Vortex-Engine

Revisiting the Entity View

August 29, 2016August 28, 2016Ale

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

C++ Video

Excellent Intro to Qt Quick

August 22, 2016August 23, 2016Ale

I came across this video that provides a great introduction to the Qt Quick controls in Qt 5. It’s very interesting to see how a fully fledged, cross platform app…Continue readingExcellent Intro to Qt Quick

C++ Vortex Editor Vortex-Engine

Implementing a Waypoint System in the Vortex Engine

August 15, 2016August 14, 2016Ale

This week, we’re back to developing new native components for the Vortex Engine. For this week, the objective was to develop a “Waypoint Tween” component that moves an entity’s position…Continue readingImplementing a Waypoint System in the Vortex Engine

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