Posts

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.

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.

Jan Kelemen

Software, mountain bikes and old cars