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The road forward

This post was supposed to be an update on the various things I’ve learned since the last post, and an indication of what things I would move onto next. In a sentence, I relearned C++, figured out the basics of modern OpenGL and GLSL, made a better cubes demo (yes, yes, […]

Progress on the texturing and lighting fronts

So I’ve been gradually working my way through Real Time Rendering (Third Edition) and with what I have learned so far, along with bits of help from folks on the gamedev.net forums when I’ve gotten stuck, I’ve managed to make some further progress with texturing, and also implement some basic directional lighting. Check […]

The guardians of light

I have a lot to learn. Several times I have come up to fight the first lighting bosses, only to be smacked down in an overwhelming maelstrom of calculations. Yes I could of course just use the shader code I’m given, but what power do I really wield if I […]

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