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