RicoTech Engine (2016-2018)

Learning modern OpenGL. The first two quads I rendered on screen.

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

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First time I tried to load the Conference Room scene.

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First time I successfully loaded the Conference Room geometry.

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Funny Moiré textures artifacts.

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Debugging ray cast collision tests.

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Some basic UI and more collision testing.

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First Blinn-Phong lighting attempt.

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First material (multiple textures).

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Point light attenuation (no shadows).

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Wierd hanging objects scene with basic lighting.

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Funny bug where specularity was affecting the editor UI.

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

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Putting the door into a basic test scene.

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The “gazebo”.

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

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

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Playing with MsgBox error handling for asserts.

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First ever menu. Confirm to exit.

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A sad attempt at drawing a sphere.

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

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Slightly fancier menu.

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First PBR material. Not very pretty.

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First PBR material after some bug fixes. Much better!

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Playing with metallic materials on the door model.

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

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A heightmapped mountain.

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My first 3D gizmo. Transform gizmo.

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Basic UI layout tests. Custom UI framework in C.

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

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

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

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Playing with font rendering.

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

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I turned the font test into a rudimentary text editor.

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First time trying multiple point lights.

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Debugging my first shadow map.

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Some weird shadow map bugs. Looked cool, though.

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

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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.

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

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Added a directional sun light to the scene.

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

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