Goknar Engine: Deferred Renderer, Transparency and Pseudo Translucency
In this post, I would like to document my experiences in developing deferred renderer, transparency and a pseudo approach to […]
In this post, I would like to document my experiences in developing deferred renderer, transparency and a pseudo approach to […]
Hello all! I hope all is well 🙂 Long time no see, but I have worked a lot on the […]
After some time, I had time to focus on my game engine and I implemented skeletal meshes, their animations and […]
I have been designing a whitewater rafting game for a long time and had even developed a prototype for it […]
Overview The idea have come from a renowned documentary about flying fish which escapes from hunter fish and hunter birds […]
In this chapter I focussed on animated and non-animated sprites in Goknar Engine. In general, I needed to implement dynamic […]
In this year’s Global Game Jam I and my friend Cem Åžahin have developed a tetris game in the theme […]
Generic Scene Generation My main objective is making a generic engine. With a simple scene data, it should have a […]
I implemented a shader builder class to create all the shaders of the engine. Lighting implementation is one of the […]
In this part of the series I explained how I implemented the Camera, Renderer, Mesh, and Shader classes, corresponding transformation […]