Posts

Ligatures… The Final Frontier

Text rendering update for my game engine jan-kelemen/niku, now without missing glyphs.

For the demo video, I’ve increased the font size; YouTube renders it a bit better than the previous one.

The missing glyph

In the previous post, I’ve shown that the rendering of variable spaced fonts is mostly working. The missing part was ligatures, when multiple letters from the text are combined into a single glyph.

Text Hates Us

Adding support for text rendering has been one of the things I avoided for a long time in my game engine jan-kelemen/niku.

The video is a bit blurry at times, YouTube compression algorithm doesn’t like content like this.

New engine demo

To support text rendering, I’ve created a new engine demo, reshed. The intended scope is to get a text editor that can edit GLSL shader files, it derives its name from this intended purpose, REal SHader EDitor. There is also a hope that I’ll clean up the event handling during its development.

The Invisibles

It’s quite easy to spend weeks making almost no visible progress on my game engine jan-kelemen/niku.

Shadow mapping

After postponing working on shadows from the beginning of this project, I’ve finally implemented shadow mapping in the gltfviewer. At the start of the video, there is a comparison of the Sponza scene rendered just with the ambient lighting, then with the added directional light and then with the shadows cast with that directional light.

Jan Kelemen

Software, mountain bikes and old cars