New Ideas
So before I begin, thanks to everyone who reads my blog and for the handful of people who are subscribed as members on here.
Okie dokie, so I have been messing about with the idea of making my own engine, quite a bit of work was put into my hobby project, an OpenGL renderer. It has a bunch of cool stuff, features like deferred lighting, shadowmapping, and per pixel velocity buffer based motion blur plus some editing tools like a gizmo and some basic editor ui and viewport stuff. However, as I work primarily on Mac hardware I’m stuck with OpenGL 4.1 being the maximum supported feature set, which omits useful stuff like infitect draw commands and compute shaders… meaning I can’t actually work on the optimisations I want to do without having to work on it from my pc.



I also started toying with Veldrid, which in case you aren’t aware, is a modern C# graphics api, which is all well and good but by being modern it introduces some complexity, such as pipeline states and some other intricacies which make developing with it harder than OpenGL by quite a large margin. However, it may allow for a higher performance ceiling in the future!
Introducing my potentially-to-be-backburnered project, Whisperleaf..

Currently I’ve hit a roadblock where no matter how I do it. I can’t get the LocalToWorld matrix functional, so for now I’m gonna just try and port the project to Bliss, as it would potentially reduce the headache of doing raw Veldrid.
For now though I’m going to try and get more graphical stuff functional. But yeah this is where I’m at now, hopefully I’ll have more to show soon enough.