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Losing the Training Wheels: Some thoughts on moving from D3D11 to D3D12 – Part 1

Note: This article was originally posted on my blog , go check it out! Also, the article editor might have eaten some of my formatting, my apologies for that. LOSING THE TRAINING WHEELS: SOME THOUGHTS ON MOVING FROM D3D11 TO D3D12 – PART 1  A new generation of graphics APIs has been released into the wild. With it come promises of improved perfo...

The CRI Project

This journal entry was originally written for my homepage . Go check it out!


CRI, short for Common Rendering Interface, a name which is no longer relevant as I hinted at in my last blog post, is a high performance 3D rendering toolkit which started development in late 2013.


So glad you asked! Th...

The death of a project

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...

Yes, that definitely happened!

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...

Did that just happen?

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...

Decals, finally!

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):


Tile-based deferred shading

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...

We are live!

We are live! Today our new website over at www.rainwarestudios.com  went live! Check it out!http://rainwarestudios.com/images/content_test.jpg

Data exchange formats!

Data exchange formats!

Importing and exporting data to and from your game, be it save data, resource data or anything in between can be tricky to get right in a flexible manner.

While developing your game you might want to be able to make sense of the data your game is working with, so you'll want to store data in a compact,...

Let's talk audio

When you look at the different disciplines involved in game programming, I would have to say that graphics is the field which interests me most. I thoroughly enjoy designing and implementing efficient rendering systems and I love to mess around with the endless possibilities which programmable graphics hardware offers.

Today I'm stepping out of my...