Exploring Opengl Jase Update

Let's dive into the details surrounding Opengl Jase Update.

  • Heavily based on: https://www.aortiz.me/2018/12/21/CG.html#part-2.
  • a bit delay on this project. I've now upgraded to windows 10 and got rid of all my old HDDs and upgraded to SSDs. Took some ...
  • Added some very crude fps arms/weapons with simple idle animations. I stripped these arms from the main test character ...
  • Been a long time since last video. Since then, many new improvements has been made, including adding a new physics engine ...
  • 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 ...

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 ... Just a quick video showing deferred rendering in action with normal mapping. (light is bleeding through walls since no shadow ... Some time has passed since the last video. I've changed from GCC + CodeBlocks to VC++ + Visual Studio for better programming ... Just a quickie. I've been working on other stuff and finally getting back into working on the engine. Added static/skeletal models ...

PVS = Potential Visible Set. During level compile in-editor, PVS is computed using portals for every sector to determine which ...

That wraps up our extensive overview of Opengl Jase Update.

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