A multithreading ECS based graphic engine developed using OpenGL. At the moment we have the next feature:
SSAO
FXAA
CelShading + Outlining
Deferred rendering.
Deferred lighting.
Shadow maps.
Hierarchy system.
ECS.
LUA scripting.
Real time editor.
This demo shows a cylinder calculated in realtime with ray casting, this is a low level project focused in optimization.
In order to achieve this effect, we have divided the screen in different tiles, so we just trace a ray each 8/16 pixels, forming a grid, and then we interpolate the cylinder cut results in order to calculate the uvs and the lighting of the rest of the grid.
We have also used fixed point programming to reduce the castings that were slowing the inner loop.
This is a Graphics programming demo developed in C++ with OpenGL as graphic API and ImGui for real time modifications, based on a given software architecture . It’s a procedural generated city with all the features described on the video.
This is a technical demo using SFML, OpenAL and Soloud. Here I implemented a multi-api demo with some sound techniques such as: Crossfading, Layering and Branching.
Prototype developed with C++, ESAT graphic framework (OpenGL) and ImGui. This is a recreation of "Streets of rage" original game. It's developed following a virtual hierarchy architechture in order to modify all the entities in the game.