Shader Programming

Mathematical Spheres Raycast-Renderer in OpenGL

Mathematical Spheres Raycast-Renderer in OpenGL

This project was developed in the course “alternative rendering methods” by me and two colleagues. It implements a sort-of classic Raycast-Renderer (e. g. the first Doom game) with the spheres not being 3d models but being defined by position, center-point and radius instead. The renderer then uses mathematical sphere equations and the benefits of OpenGL/GLSL Continue reading Mathematical Spheres Raycast-Renderer in OpenGL

GLTCH – 3D video-game-glitches-focused vertical slice

GLTCH – 3D video-game-glitches-focused vertical slice

GLTCH was developed as 2 man project over the course of 1 semester as part of the Masters module “3D Design & Dynamics”. The game is focused on various properties of in-game objects that can have wrong values, such as objects being distorted, NPC’s behaving incorrectly or missing materials. Most of the environment and terrain Continue reading GLTCH – 3D video-game-glitches-focused vertical slice