Posts

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.

Finding The Way Home

I didn’t intend to be making so much my game engine jan-kelemen/niku devlog about spheres. They keep showing up like rocks from KNOW1NG (2009).

Pathfinding

Once the navigation mesh of the world is generated, we can use it for its intended purpose, pathfinding between different points of the world. For this, I’ve used the other part of the Recast Navigation library, Detour, which handles pathfinding and navigation mesh querying.

Jan Kelemen

Software, mountain bikes and old cars