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MG Rendering
I am a graphics programmer ex vax (former rigger) in love with GPU rendering
Sir Metal 07: Lightmapper proof of concept
Sir Metal 06: Raytracing , GLTF and bindless everything!
Sir Metal 05: CMake build + Samples ( Shadows PCF and PCSS)
SirEngine 24 Grass 04: GPU frustum culling and LODding
Sir Engine 09: Double state machine transition
Sir Engine 08: Basic animation transition
Sir Engine 01: PBR Shader demo
Sir Metal 03: Selection demo
SirEngine 26: grass, new GPU memory allocator and debug rendering
SirEngine 24 Grass 03-2: albedo texture
SirEngine 23 Grass 03: basic lighting
Sir Engine 22:Grass 02: tiling and density
SirEngine 20 Grass 01: basic setup
Sir Engine 19: Vulkan PBR, new material system for both VK and DX12
SirMetal 02: Editor layout
SirMetal 01 : A macOS , Metal powered game editor
Sir Engine 18: Vulkan post process and shaders hot reload
Sir Engine 17: Vulkan / DX12 backend update
How to approach game engine dev: motivation, comparison with other, progress etc.
Sir Engine 16: Vulkan uniform buffer memory pool
Sir Engine 15 : Vulkan back-end PT 1
Sir Engine 14: Directional light shadow map and parallax occlusion mapping
Sir Engine 13: Animation blending, walking around
Sir Engine 12: working as intended animation blending
Sir Engine 10: Character motion PT1, state machine
Sir Engine 07: Build system clean up and first stub at LUA scripting
Sir Engine 06: Skinning
Sir Engine 05: Subsurface scattering
Sir Engine 04: Shader hot reloading
WebGL Viewport