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Intentions
Basically i wanted to know more about game engines and rendering in video games. I've always wanted to have my own tool to create video games, and finally found out this turorial : Thin Matrix Tutorial
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I quickly realised i wouldn't create my own engine and a whole game in a few months, this kind of projects would take me several years alone.
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I have recently found myself interested in shader programming, in the demoscene. I thought it could be a good idea to make my own tool to programm fragment shaders, so I made it.
Demo Mode
What I call the demo mode is a mode that allows me to program a fragment shader in Notepad ++ (or any notepad), save my work, go back in my engine and update the shader at runtime.

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1 - The actual look of the fragment shader.
2 - Engine's console, if the shader fails to compile, it throws Open GL exceptions / errors in my console and load a default shader.
3 - The shader code.
Current features of the engine :
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- 3D rendering (Obj. parsing, entity creation, texturing, fragment / vertex shaders)
- Basic Lightning
- Simple skysphere
- Terrain / Heightmap generation
- Basic Camera movements
- Basic character movements
- Basic UI rendering
Dependencies :
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- LWJGL (Light Weighted Java Game Library)
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