Done on August 23, 2019
Lately I’ve been looking into Peter Shirley’s Ray Tracing in One Weekend mini book series , and I decided to implement a simple ray tracer based on it.
Here are some of the results I get after multiple 2-minute runs multi-threaded on CPU. More information can be found on the GitHub repository, here: https://github.com/griby/ray-tracing-series.
 Ray Tracing in One Weekend mini book series https://raytracing.github.io/
Done on May 5, 2018
This prototype features modern OpenGL and primitive tessellation. The generated vertices’ attributes are modified based on a moving point resulting in some interesting visual effects.
Done on September 16, 2017
Here’s a demo of the particle system at a very early stage of implementation.
Moving the particle emitter.
Done on September 13, 2017 – Tilemap and interactions
In this demo, the player spawns in the first level and tries to reach the exit. When he does, he respawns in the second level, reaches the exit again, spawns back in the first one and so on. The 2 tilemaps are edited manually using the Tiled editor and loaded in game.
A couple of weeks ago I started looking for a 2D map editor that would help me create levels for the game engine. During my research one particular editor named Tiled kept showing up with great reviews, so I decided to check it out.
Done on May 22, 2017 – Animation loading
In this demo, I’m switching between 3 animation sets by pressing a key. Each of these sets have their own configuration. They are loaded and used by the same Player controller which has 3 states: Idle, Run and Attack.
Done on May 7, 2017 – Camera and Map