Ethan
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erosenberg.dev
Ethan
@erosenberg.dev
He/Him // Growth Oriented // Software Dev
Welcome to my page! I'm going to be using this page as a way to document my personal projects.
It's been a while since I posted here but its because I've been *busy*.
First, I created an in-app terminal.
I also changed my rendering pipeline and moved to deferred rending. Its in its early stages but now I can easily handle many light sources.
#dev #opengl #gamedev
youtu.be/VkPXRxw8oGY
Deferred Shading Demo
youtu.be
April 15, 2024 at 5:19 AM
Finally found some time to finish implementing shadows via shadow maps. It took a little while to find a way to fit calculations for the cube shadow map for the point light but I'm pretty happy with what I ended up with.
#opengl #dev #gamedev
youtu.be/wLAhJhOQyy0
Shadowmaps
youtu.be
March 29, 2024 at 8:10 PM
After working on some stuff behind the scenes (anti-aliasing, gamma correction ect.) I finally got around to implementing a rudimentary shadow map. Currently it only works for directional light and is a little "fuzzy" but its a start!
#dev #opengl #gamedev
youtu.be/9o35fXZ9_sU
Directional Lighting + Shadow Map
youtu.be
March 21, 2024 at 8:02 PM
Added geometry shaders to my shader program class today. (also fixed a bug causing stretching sometimes). I think I'm about ready to start working on shadow maps.
#dev #opengl #gamedev
youtu.be/O3GcTZuZQy0
Geom shader w/ wireframe
youtu.be
March 15, 2024 at 1:17 AM
Finally found some time to put some work in on The Engine(tm) and set up some classes for cube maps and skyboxes. Next, I plan on adding in support for geometry shaders and then I plan on returning to updating how I do lighting.
#gamedev #dev #opengl
youtu.be/aagEBOICDrA
skybox example
youtu.be
March 14, 2024 at 2:30 AM
Quick update on the engine: been busy with other stuff (and also spent way too long realizing i was missing a single glEnableVertexAttribArray call) but I've just finished setting up some upscaling from a constant internal resolution.
youtu.be/xon2w64pb9o
framebuffer upscaling test
youtu.be
March 5, 2024 at 6:53 PM
After consolidating meshes into one class and creating a whole new class for full models, I've finally gotten together a working (albeit, rudimentary) GLTF model loader. This certainly has felt like the biggest hurdle thus far but I'm sure it won't be the last. youtu.be/NbC1JMLl1oU
gltf file loading (cat)
youtu.be
February 28, 2024 at 6:24 AM
Lighting is a go! Set up a few lighting types: point, directional, and spot. Going to organize my code, make a new class or two, and soon it will be time to work with more complex meshes.
February 26, 2024 at 8:34 PM
Been working on a basic graphics engine in c++ built on OGL (using glad, glfw, and glm), so far I have 3d rendering and perspective via a camera. Up next is lighting!
youtu.be/lNN7X-UWizQ
3D rending with camera [Cat Pyramid]
youtu.be
February 25, 2024 at 7:56 PM