RicoTech Engine Development
Contents
RicoTech Engine (2016-2018)
Learning modern OpenGL. The first two quads I rendered on screen.

Create a basic level editor and a simple scene with some walls and a floor and some textures.

First time I tried to load the Conference Room scene.

First time I successfully loaded the Conference Room geometry.


Funny Moiré textures artifacts.

Debugging ray cast collision tests.

Some basic UI and more collision testing.

First Blinn-Phong lighting attempt.


First material (multiple textures).


Point light attenuation (no shadows).

Wierd hanging objects scene with basic lighting.

Funny bug where specularity was affecting the editor UI.

A basic door shape. One of my first models in Blender.

Putting the door into a basic test scene.

The “gazebo”.

Made an industrial stairs model in Blender and was playing with it.

One of my Twitch viewers wanted to see grass, so I made a silly grass blade model in Blender.

Playing with MsgBox error handling for asserts.

First ever menu. Confirm to exit.

A sad attempt at drawing a sphere.

Refactored the input handling to be more data-driven (though still hard-coded for now).

Slightly fancier menu.

First PBR material. Not very pretty.

First PBR material after some bug fixes. Much better!

Playing with metallic materials on the door model.

V-sync off = over 3000 fps. First time I heard my GPU (NVIDIA GTX 980 Ti) experience “coil whine”.

A heightmapped mountain.

My first 3D gizmo. Transform gizmo.

Basic UI layout tests. Custom UI framework in C.


Graphics programming bugs look so ridiculous sometimes.. I love it. Modern art.

More UI. A fancy toolbar with icons I made in Paint.NET.

Testing UI auto-layout when there’s too many icons to fit the max width.

Playing with font rendering.

Debugging the font atlas created a really interesting effect in the watch window. I felt like I was in The Matrix.

I turned the font test into a rudimentary text editor.

First time trying multiple point lights.

Debugging my first shadow map.

Some weird shadow map bugs. Looked cool, though.

First time encountering and learning about “self-shadowing” artifacts.

Cool color-mixing shadows with RGB point lights. I showed it to a friend and they told me it was definitely a bug, hah. Turns out humans don’t experience pure RGB lighting very often in the wild, so it kinda breaks your brain.

First ever point light shadow scene that I thought looked pretty good.

Added a directional sun light to the scene.

More color mixing fun, and my first time noticing “shadow acne” artifacts.
