POST EFFECTS AND SHADOW MAPPING!
Spent a few hours over the weekend to finally add a post effects system and shadow mapping support to the engine. The post effects system...
Spent a few hours over the weekend to finally add a post effects system and shadow mapping support to the engine. The post effects system...
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...
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...
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...
This is a compilation of some of my contributions to SimThin’ Fishy. For a gameplay video of the actual game prototype, click here.
Most of my previous projects were implemented using older standards of GLSL. Older standards provided a lot more ease in GLSL programming...
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...
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...
Finally after spending a good amount of time going through the code, I managed to replace the default phong texture on the toyplane model...
One of my objectives from the very beginning of this semester was to implement Environment Mapping. What you see below is a fairly quick...
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...
This is a physics simulation in OpenGL. The following scene has no gravity but it takes care of other physics properties such as...
Backward Raytracing This Raytracer is implemented using C++ and does not have any OpenGL involved. A basic scene is constructed by...