Category: Graphics Rendering

  • Fluxions 5.0 begins

    Well, Fluxions 4.0 didn’t exactly work out. I spent the better part of the last few years focusing on learning Metal. I learned a lot and I think that’ll feed into the next version of my hobby rendering engine. This time I’m going to work on embracing ray tracing and both Metal and Direct3D 12.…

  • LibXOR Colors

    LibXOR Colors

    The LibXOR colors is a set of sixteen core colors which are designed to be mixed in a 16-bit format for pixel art purposes. They are originally for a work-in-progress graphics library called LibXOR–which has been paused for a little bit of time. Nonetheless, I love these colors and my desire is for them to…

  • Working with Vulkan

    So, work on Fluxions 4.0 has begun. I started out by digging into Kristian Høgsberg Kristensens’ vkCube source code. I think he did a good job laying out all the essential pieces. Vulkan like OpenGL is a C library at heart. Instead of many state calls, you need to fill in data structures with all…

  • Fluxions Engine 3.0: The History of a Research Graphics Engine

    The first graphics engine I wrote was in the late 1990s which I originally named KA3D — short for Kick-Ass 3D. But, I couldn’t commit to this name because it had a slight hint of profanity which I am generally uncomfortable with. So I changed it to Fluxions after the Method of Fluxions which Isaac…

  • Gamedev This Year

    Furtual Rabbit was my first game in a year. It was revealing how out of practice I had gotten. It might be time to start doing more One Hour Game Jams. On the other hand, I got a lot of experience with computer graphics and simulation techniques which was my main focus during the academic…

  • C++ Vector and Matrix Library

    I am working on an open source Vector and Matrix Library for C++ and TypeScript. I am calling it FluxionsGTE and FluxionsWebGTE, respectively.

  • Conversion between specular exponent, specular roughness, and specular glossiness

    [mathjax] Ever need to convert between specular exponent, roughness, and glossiness? for the Blinn-Phong BRDF, these three values represent the same concept. Specular Exponent is the actual value used to compute the BRDF. Let’s call that variable . The roughness and glossiness values are numbers between 0 and 1 and they are additive inverses of…