
Wild engine
Personal DirectX 12 framework for researching rendering techniques like volumetric fog, procedural island generation, ocean rendering, and procedural grass.

Hybrid reflections in Godot engineβs Vulkan back-end This is a short blog post talking about my personal contributions to implementing hybrid diffuse reflections into Godotβs back-end. I want to g...

Procedural Grass with GPU Driven Rendering In DirectX12 This is a short blog post on how I managed to draw 2 million grass blades in DirectX12 using a GPU driven technique while keeping the overall...

Water in modern games How do modern games render water, I always asked myself? In this blog post I am going to explain the deep secrets of how big studios render water in detail. There are a lot of...