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 […]
In this chapter I focussed on animated and non-animated sprites in Goknar Engine. In general, I needed to implement dynamic […]
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 […]
Greetings to everyone. In this article I would like to continue discussing about Goknar Engine by the means of input […]
I took the featured photograph in a trekking event. It shows a pine tree forest which is near the country […]