In an effort to learn more about the inner workings of game engines, I decided to try out writing my own. It is certainly not meant for production level use, but maybe some day a game will become of it. As this is an educational exercise, I realize there are pieces that could be written better.

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Adventures in 3D Lighting

Unfortunately, I have not had much time for writing. Aside from being busy with work, I have been working on my game engine. Since the last time I mentioned my engine, I added animations, lighting, shadow casting, physics, and scripting. When will I have a game out? Probably not for a long time. This project is primarily educational. I could be working on a game now, but my current interest is in developing the engine itself.

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Adventures in 2D Lighting

Recently, I have been experimenting with 2D rendering for a side project. I built the renderer based off the 3D renderer I wrote a bit back using OpenGL and C++. Most of the code was reusable, so it was not a hassle to set up basic functionality. The difficult part was figuring out how to light the scene. For handling lighting, I took a lot of inspiration from an article on 2D visibility over at Red Blob Games. In function, my algorithm is fairly similar. I apply it to mask light sources to areas they affect. In the future, I intend on repurposing this work to affect sound propagation in the scene and in an AI system.

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