top of page
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

​

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. 

​

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. 

Engine_02.PNG

1

2

3

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 : 

​

- 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 : 

​

- LWJGL (Light Weighted Java Game Library) 

© 2016 by Alexandre Cliquennois. Created with Wix.com

    bottom of page