Posts

C++ Rendering DX11 HLSL
Volumetric Fog

Specialization: Froxel based Volumetric Fog
A real-time volumetric fog implementation using froxels and clustered lighting.

C++ Rendering PBR DX11 HLSL ImGui
Moving to Material PBR

Material-Based PBR System
A transition from manual texture assignment to a flexible material system, enabling reusable assets, scalar-driven workflows, and cleaner rendering through a unified PBR pipeline.

C++ Tool Editor ImGui Database
Issue System

Bugs, Suggestions, and Lost Ideas
An in-engine issue tracking system that allows developers to place, manage, and synchronize bug reports and suggestions directly inside the game world.

C++ Tool Editor DX11
Terrain Painter

Chunked Terrain Editing System
An terrain sculpting and painting tool built for a custom C++ game engine, allowing designers and artists to quickly iterate on landscapes through height editing, vertex painting, and automatic slope/height-based texturing.