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Alejandro Segovia Azapian

Rendering and Systems Engineering

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Category: 3D Engine

3D Engine Retrospective Vortex-Engine

2018: Vortex Retrospective

December 31, 2018December 24, 2018Ale

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

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

3D Engine C++ Lua Vortex-Engine

Binding C++ to Lua

June 19, 2017June 19, 2017Ale

For the last couple of weeks, a lot of work has been going into developing the scripting API that the engine is exposing to Lua. Embedding a scripting language into…Continue readingBinding C++ to Lua

3D Engine Rendering Vortex-Engine

Deferred Rendering – Part I

March 20, 2017March 19, 2017Ale

This week, work went into completing the initial implementation of a Deferred Renderer for Vortex. Every feature we had been incorporating into the Engine so far was building up to…Continue readingDeferred Rendering – Part I

3D Engine Vortex-Engine

G-Buffer

March 14, 2017March 13, 2017Ale

This week I started working on the G-Buffer implementation for the deferred renderer. The G-Buffer pass consists in the first half of any deferred shading algorithm. The idea is that,…Continue readingG-Buffer

3D Engine Vortex-Engine

Multi-Render Targets

March 6, 2017March 6, 2017Ale

This week, work went into testing Multi-Render Target support. Usually abbreviated MRT, Multi-Render Targets allow our shaders’ output to be written to more than one texture in a single render…Continue readingMulti-Render Targets

3D Engine Math

Quick Procedural Geometry Notes

February 27, 2017February 27, 2017Ale

This past week was crazy busy and I didn’t have any time to sit down and code. Nonetheless, I had the time to work out the math and jot down…Continue readingQuick Procedural Geometry Notes

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
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

3D Engine Vortex Editor Vortex-Engine

Basic Entity Instancing and Positioning

May 2, 2016May 9, 2016Ale

This week, I’ve continued working on the Editor, adding Entity instancing through the UI and (simple) position editing. The image above features a rough preview that helps show how any…Continue readingBasic Entity Instancing and Positioning

3D Engine iOS Vortex-Engine

Goodbye Hypr3D

April 4, 2016April 3, 2016Ale

It seems the sun has set on the good old Hypr3D app. This was the first commercial app to use a licensed copy of my 3D Engine back in 2011.…Continue readingGoodbye Hypr3D

3D Engine Article OpenGL Vortex-Engine

Bump Mapping a Simple Surface

April 21, 2014November 23, 2014Ale

In my last post, I started discussing Bump Mapping and showed a mechanism through which we can generate a normal map from any diffuse texture. At the time, I signed…Continue readingBump Mapping a Simple Surface

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