Practical Context: Each light source now only has its shadowmap updated if one or more axis aligned ...

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FPS From Scratch (C++ & OpenGL) // Reflection (C++26)

FPS From Scratch (C++ & OpenGL) // Reflection (C++26)

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FPS From Scratch (C++ & OpenGL) // Reflection (C++26) pt 2

FPS From Scratch (C++ & OpenGL) // Reflection (C++26) pt 2

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FPS From Scratch (C++26 & OpenGL4.6) // Physics pt3

FPS From Scratch (C++26 & OpenGL4.6) // Physics pt3

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FPS From Scratch (C++26 & OpenGL4.6) // Physics

FPS From Scratch (C++26 & OpenGL4.6) // Physics

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FPS From Scratch (C++26 & OpenGL4.6) // Handles

FPS From Scratch (C++26 & OpenGL4.6) // Handles

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FPS From Scratch (C++26 & OpenGL4.6) // Handles

FPS From Scratch (C++26 & OpenGL4.6) // Handles

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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 ...

FPS From Scratch (C++26 & OpenGL4.6) // Post Processing

FPS From Scratch (C++26 & OpenGL4.6) // Post Processing

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FPS From Scratch (C++26 & OpenGL4.6) // Post Processing

FPS From Scratch (C++26 & OpenGL4.6) // Post Processing

Read more details and related context about FPS From Scratch (C++26 & OpenGL4.6) // Post Processing.

FPS From Scratch (C++26 & OpenGL4.6) // Custom Profile Tooling

FPS From Scratch (C++26 & OpenGL4.6) // Custom Profile Tooling

Read more details and related context about FPS From Scratch (C++26 & OpenGL4.6) // Custom Profile Tooling.