Latest OpenGL Activity
Antares OpenGL engine (C++|OpenGL)
Just a cumulative video showing most of the features implemented in my custom OpenGL engine.
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List of the current features provided by the engine:
. normal mapping
. parallax occlusion mapping (with self shadowing)
. shadow map…
JoeJ said:
However, one thing is clear: Instead of fixing RT APIs to introduce the missing flexibilty so we could handle the lod problem, they rather ‘solve’ the problem by introducing even more proprietary fixed function hacks. I'm not surprised.
This is a problem I see in there.
I'm trying to use cu…
Hi @JoeJ,
I finally managed to get sometime to do some testing. While thinking about some of the points you raised, I decided to double check on how I was first generating the depth cubemap. When I first wrote the code, I had saved every image of the cubemap just to check that these were indeed bein…
I just realized I never posted a video showing my most recent version of GPU hydraulic erosion, so here it is :) heightmap size is 1024x1024, rendered with tessellation shaders with displacement mapping. Textures from FreePBR.com and Textures.com
More experiments with Global Illumination using voxel cone tracing.
Comparison with GI ON and OFF.
Also showing dynamic update as light conditions changes (different time of the day).
When GI is OFF I added a fake ambient component, otherwise the areas in shadow would be fully black, since the sun…
I have no clue what the problem was. So I just implemented it on the CPU. Works great now.
My algorithm / logic is maybe a bit random, first thing I ended up with, so vertex re-use patterns become really strange with a lot of materials 😂
Purple = reused vertex. Empty = duplicated vertex.
So a chunk (32x32x32 in my case) with ≥ 4 materials might have its reuse rate lowered, but these chunk…
OpenGL procedural terrain.
Here is a smalll list of some of the techniques I used here:
. tessellation shaders
. trilinear texture mapping
. 2D billboards
. displacement mapping
. wind animation using noise texture
. HDR
. advanced bloom via downsampling
https://sourceforge.net/projects/vivid-3d/
Vivid is a modern C++ 3D engine using OpenGL4+.
It is written using Visual C++ 2022, and relies on several open source projects to achieve it's goal of making it easy and run to make modern games with it.
- GPU Accelerated Skeletal animations for actor…
Built to power a new generation of game development tools, Ultra App Kit provides an easy-to-use C++ programming SDK for creating desktop GUI applications.
Unlike other alternatives like Dear ImGui, the Ultra App Kit GUI renders in retained mode rather than immediate mode, and is specifically …
small3d is a small, cross-platform 3D game development library I have put together and have been maintaining over the past few years. This is a tutorial on creating a ball in Blender, and then writing a C++ program that loads it and moves it around on the screen, using small3d. Alternatively you ca…
I had many problems with understanding shaders, but after getting a grasp - it is so easy, convenient and powerful! I present to you my twisted version of understanding this, hoping it will help other aspiring devs ?
This is my slow path from a total noob to a less-noob-ish shader programmer ? It wi…
Earlier this year, Collabora announced a new project with Microsoft: the implementation of OpenCL & OpenGL to DirectX translation layers. Here's the latest on this work, including the steps taken to improve the performance of the OpenGL-On-D3D12 driver.
Today, Collabora is excited to announce a partnership with Microsoft to build OpenCL and OpenGL mapping layers on DirectX, in order to bring OpenCL 1.2 and OpenGL 3.3 support to all Windows and DirectX 12 enabled devices. Support for OpenGL is realised through the Mesa3D project's Gallium layer.
We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has…