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Alejandro Segovia Azapian

Rendering and Systems Engineering

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  • C/C++ and Objective-C
  • Computer Graphics
  • Personal Projects
    • Vortex 3D Editor
    • Vortex 3D Runtime
    • Vortex 3D Engine
    • GLSL Shader Editor
    • Quake 2 BSP Renderer
    • Quake 2 Model Renderer
    • The Mandelbrot Set
    • Vector Field Renderer
    • Konoko (OBJ Rendering)
    • Julia-Fatou Set and IFS Fractals
    • Py Particle System (2006)
    • C++ Raytracer (2005)
  • WebGL
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Month: December 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

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