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Member Since 05 May 2011
Offline Last Active Today, 12:07 PM

Journal Entries

Aaaaahhhhhhh! > The death of a project

Posted 30 December 2013

2013 has been a completely insane year for me, it was the year in which I dropped out of university (with my degree not too far off!), got a job at a game development studio as a (rendering) engineer in Canada, and moved away from Europe to go do said job.

This combination of events of course make a huge impact on your day-to-day life. You leave behind f...

Aaaaahhhhhhh! > Yes, that definitely happened!

Posted 24 November 2013

Note: This is kind of a follow up on my last journal entry , read that one first if you want to be able to make sense of this one http://public.gamedev5.net//public/style_emoticons/default/smile.png

So I have been living and working in Vancouver for about three weeks right now as a software engineer at a local game studio, and it's been absolutely amaz...

Aaaaahhhhhhh! > Did that just happen?

Posted 10 October 2013

About a month ago I was a computer science student in Belgium going into his last year before finishing his degree. Due to a whole bunch of coincidences this is no longer the case today.

As some of you may or may not know my main passion is rendering. I can get extremely excited about implementing fancy lighting systems, next-gen rendering pipelines and...

Aaaaahhhhhhh! > Decals, finally!

Posted 26 July 2013

I finally have a decal implementation working in the graphics component of my engine project. This really was a simple implementation and I've had this on my to-do list for a while, but it just got buried by a ton of other things I wanted to get out of the way first. Anyway, here's a screenshot using some art I made some time ago (click to enlarge):


Aaaaahhhhhhh! > Tile-based deferred shading

Posted 25 June 2013

I've been absent from this site for a while now, mainly for academic reasons (tons of deadlines, you know the drill).

I have dedicated some small amounts of spare time on my personal projects as well though, and last night I was finally able to complete something which was on my to-do list for quite a while: Tile-based deferred shading

Here's a result...