Game and Tools Programmer

Zooid Engine: First Time Profiling and Optimizing

Reading Time: 9 minutes I’ve been working on Zooid Engine (My custom game engine) since 2017. I’ve only worked on this during holidays or Sundays. Mostly, I work on stuff without really optimizing the code. About a couple of months ago, I found a real performance issue on the engine. To improve the engine, […]

Game Programming Journey – November & December 2019

Reading Time: 4 minutes Progress Zooid Engine In October, I implemented Depth Pre-Pass into the Deferred rendering. With Depth Pre-Pass, the result can be used to make GPU occlusion queries. The queries are simply asking whether the object should be rendered or not. How it works is by sending the draw to GPU and […]

Game Programming Journey Monthly – October 2019

Reading Time: 4 minutes Progress Zooid Engine Added separate draw list for rendering depth shadow map. There was some issue with shadow rendering on the engine before, which used the same draw list for drawing the actual scene. This implementation caused some problems where shadows will not be rendered in the place should be […]

Game Programming Journey Monthly – September 2019

Reading Time: 3 minutes Progress Zooid Engine Imported Crytek Sponza to the engine format. I got the Crytek Sponza scene model from McGuire Computer Graphics Archive. I still need to implement a lot of stuff in this scene: better CSM, bump mapping, and anti-aliasing. Improved the engine’s model parser. For the Sponza scene to […]

Game Programming Journey Monthly – July 2019

Reading Time: 3 minutes Progress Zooid Engine: Implemented working SSAO (Screen-space Ambient Occlusion) in Deferred Rendering. Zooid Engine: Optimize GBuffer texture memory usages, set proper texture format for each GBuffer output. Zooid Engine: Implemented culling for spotlight and point light. If the light being culled, it will be excluded from scene lighting calculation in […]