Posts

Abusing GPUs

I figured out we no longer have to do software rendering, the Greed Processing Units are capable of doing graphics. So I continued working on my game engine jan-kelemen/niku.

With the exception of toji/optimized-sponza asset, all other assets are from KhronosGroup/glTF-Sample-Assets.

Compressed texture formats

According to the profiling results of the gltfviewer demo, rendering is bottlenecked by the sampling of texture images. I’ve known about this for quite some time already, though I think I can’t do much about it, since the shader cannot invent pixel values out of thin air.

I Still Struggle With Triangles

Life sometimes gets in the way of game engine development. Thanks to Hrvoje for reminding me that I need to publish a new update on my game engine jan-kelemen/niku.

Video quality has been massacred by YouTube’s compression algorithm.

Winter is coming

Heating bills are expensive, but thankfully, I have a 220W space heater in my PC. I’ve decided it’s time to add ray tracing support to the rendering engine. For this purpose, I’ve created a new demo heatx. I’ll admit, I’ve spent way too much time playing Factorio in the meantime. The demo name is a reference to Heat exchanger.

niku: Year One

After working for a year on my game engine jan-kelemen/niku, time has come to publish an anniversary release 0.1.

What was done?

The engine development is primarily done with demo applications that reuse the same codebase. Currently, there are three of them:

  • gltfviewer - Forward 3D renderer for glTF files implementing a Physically Based Rendering workflow
  • galileo - Deferred 3D renderer with physics and scripting
  • reshed - Text editor with bitmap font rendering and GLSL syntax highlighting

The complete list of features for each is shown in the intro video.

Jan Kelemen

Software, mountain bikes and old cars