Exploring Opengl Jase Update
Let's dive into the details surrounding Opengl Jase Update.
- I'm working on multiple sections of the code at the moment but wanted to share a little bit of the hud stuff that I've been working on.
- Some time has passed since the last video. I've changed from GCC + CodeBlocks to VC++ + Visual Studio for better programming ...
- Heavily based on: https://www.aortiz.me/2018/12/21/CG.html#part-2.
- Added some very crude fps arms/weapons with simple idle animations. I stripped these arms from the main test character ...
- Just a quickie. I've been working on other stuff and finally getting back into working on the engine. Added static/skeletal models ...
In-Depth Information on Opengl Jase Update
Added few comments in the captions. Added new profiler to profile both CPU/GPU timing. Added new cvar system alongside with ... Check out my Just a quick video showing deferred rendering in action with normal mapping. (light is bleeding through walls since no shadow ... I haven't touched the text rendering methods in ages. Now that I've begun work on the HUD for the game, I needed some text to ...
I've been once again working on multiple things (Mostly refactoring code to support more ideas that i want). I've also added timing ...
That wraps up our extensive overview of Opengl Jase Update.