
Goknar Engine: Custom Shaders
Previously, the engine has supported shaders only if their GLSL code was written as a whole and any change in […]

Previously, the engine has supported shaders only if their GLSL code was written as a whole and any change in […]

I have eagerly awaited the opportunity to reach this significant milestone, and I am excited to document my experiences in […]

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 […]