NORMAL MAPPING
It’s been a long time since I posted anything so thought of writing a quick update. A major portion of the time I spent on my engine in...
OBJ LOADER UPDATES
Most of the bugs in the OBJ Loader have been fixed now. It is now able to load OBJs having faces with a lower limit of 3 vertices. I have...
OBJ LOADER (EARLY ALPHA)
I’ve been working on a custom OBJ Loader for my game engine (which is in its very early stages). I am able to load a few basic models...
SIMTHIN’ FISHY DEVELOPMENT
This is a compilation of some of my contributions to SimThin’ Fishy. For a gameplay video of the actual game prototype, click here.
TOON SHADER AFTER UPGRADING TO GLSL 4.0
Most of my previous projects were implemented using older standards of GLSL. Older standards provided a lot more ease in GLSL programming...
DEPTH OF FIELD
After a little bit of experimenting and altering previous projects, I was able to do a basic depth of field map. This is the simplest...
IMPROVED ENVIRONMENT MAPPING
The GL shader language seems to be more notorious than I expected. After a great deal of fighting against it, I was able to finally load...
SUCCESS ON HACKING TEXTURE MAPPING!
Finally after spending a good amount of time going through the code, I managed to replace the default phong texture on the toyplane model...
UN PEU DE ENVIRONMENT MAPPING
One of my objectives from the very beginning of this semester was to implement Environment Mapping. What you see below is a fairly quick...
NEW BRICK SHADER!
Here’s my take on the brick shader on the plane model. This texture is generated completely using code and no actual images involved. It...
PHYSICS SIMULATION
This is a physics simulation in OpenGL. The following scene has no gravity but it takes care of other physics properties such as...
RAYTRACER
Backward Raytracing This Raytracer is implemented using C++ and does not have any OpenGL involved. A basic scene is constructed by...











