Just added HDRI dome rendering on #Degine, my solo #3D game engine project in OpenGL. Lets the skybox have a "fake" floor, typically used for quick renders in #Blender but may actually just roll with this for the game.
so got the stereoscopic #3d rendering basically done on my opengl engine #degine. all the ui, including imgui, outputs in sbs #stereo3d. still some work left on the level editing tools (mouse picking is a bit difficult rn) but perf is good, only 20% hit versus 2d.
so got #stereo3d rendering working again on #degine, my custom opengl game engine. running it on desktop right now, but looking to get intel arc support for the new "glasses free" #3D handheld outta china.
finished up the hair rendering on #degine, using the old 2015 morgan mcguire method, "weighted, blended order-independent transparency". what i did new here is combine it with 1-bit transparency (alpha mask) so the fully opaque areas still work with the standard pipeline and post-processing
new transparency rendering on #degine which combines mask and order-independent blend modes, to get best of both worlds. mask (aka 1-bit alpha) is used for the fully opaque parts of the texture, and wboit is done on the edges to give it a smooth blend.
fixing up the transparent pipeline on #degine so the hair looks a bit more solid. ended up just combining mask and blend alpha together, since wasn't having luck tweaking wboit for hair
just got a new cyberpunk-themed demo scene for #degine, my custom #opengl #3d engine. looking to release later this year #opensource. made this so i can put on the website and show at #gdc2026
Just got the first developer vlog of '26 up for my @khronos-opengl.bsky.social based #3D game engine #Degine. Showcases improvement on the UI and more realistic #photogrammetry assets with a soundtrack from #Suno. www.youtube.com/watch?v=k4Cb...
trying out a more realistic style on #degine
just got id mask tinting on the engine, for customizing make-up and clothing colors for the character. also shows (hopefully) final transparent hair rendering. #degine
Got a new asset for testing the shadows and SSGI in my @OpenGL project #Degine. Ended up looking way nicer than I expected, right out-the-box. Still lots of boring stuff to finish to get the #3D engine finished, but graphics are at least where I wanted.
got my linux box working again. had to reinstall ubuntu after the ssd died. got a new environment render in #degine with one of the props from the game.
got the rendering (I hope) fixed on #degine. spent the past month verifying all the #opengl shaders and found a ton of bugs. this should be how the character is supposed to look. need to complete the editor features next so i can actually start working on the game.
Working more on the transparency for the hair (WBOIT) and seems to be at a good place. Feel like the color looks a bit different than before, so may still need some tweaking. #Degine
game rendered image of a hip chick in an urban street scene
somehow fixed this lighting bug with the transparency on my engine, totally by accident, which makes the hair integrate with the scene better. still has a few issues I need to fix, but looks a lot better than previous. #degine