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