What to Know: I have a faster workflow for generating low poly multiple convex mesh collision shapes now, used here for the pillows, sofa, and ... Each light source now only has its shadowmap updated if one or more axis aligned ...

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Dev Log 1 - C++ OpenGL FPS Game Engine - architecture overview, main game loop, ECS, loading assets

Dev Log 1 - C++ OpenGL FPS Game Engine - architecture overview, main game loop, ECS, loading assets

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Dev Log 2 - C++ OpenGL FPS Game Engine - Full model loading - Animation - Specular lighting

Dev Log 2 - C++ OpenGL FPS Game Engine - Full model loading - Animation - Specular lighting

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Dev Log 8 - C++ OpenGL FPS Game Engine - Separate scene loading

Dev Log 8 - C++ OpenGL FPS Game Engine - Separate scene loading

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OpenGL c++ game engine dev: AABBs versus spheres for shadowmaps

OpenGL c++ game engine dev: AABBs versus spheres for shadowmaps

Added a tasty optimization this morning. Each light source now only has its shadowmap updated if one or more axis aligned ...

OpenGL - A small walk inside my procedurally generated terrain.

OpenGL - A small walk inside my procedurally generated terrain.

Just a small walk inside my procedurally generated 3D terrain. Done using: C++, modern

Learning C++ Game Engine Development in 1 Year

Learning C++ Game Engine Development in 1 Year

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OpenGL : The Foundation of Game Engines

OpenGL : The Foundation of Game Engines

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OpenGL c++ game engine dev: convex collision mesh

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I have a faster workflow for generating low poly multiple convex mesh collision shapes now, used here for the pillows, sofa, and ...

The 5 levels of OpenGL

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How I added Assets to my game engine (ECS)

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