New Game Engine

I've been working on a new game engine and its editor for quite a while now. What I want is a C++ engine, supporting both inheritance and composition, extensible modern editor with well defined job description.

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Native Matters

Interpreted languages still not a good fit for game development even if you are not using too much CPU power, since control precision is not something any scale of game can sacrifice.

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Realistic Materials in OpenGL ES

With MatCap materials it is possbile to render sophisticated materials using very low GPU resources, it can be suitable for both WebGL and OpenGL ES applications which can live with its limitations.

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Including GLSL Shaders

Shaders are combination of different effects, you may need skinning and shadows to render your character, but just diffuse textures for skymap, while doing a depth pass only, you do not need to render any textures but deformation is still needed for skinned meshes. More effects you have, more combinations ...

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Procedural terrain collider for Bullet

Generating terrain entirely on the GPU is cool, however as pretty as it looks, in the end you need to interact with it. Bullet Physics engine provides very neat ways to define your own collider shapes. So I decided to port GPU code to C++ and use the output for ...

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Procedural terrain generation on GPU

While working on a small mobile project, I've started to look for ways to render infinite terrain. Modern mobile GPUs come with very slow memory, low bandwidth, but reasonable processing power. So procedural content does not only have interesting gameplay value, but also performance advantages.

I constructed simple terrain ...

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