Game Dev
Pomdog Game Engine
Pomdog is an open source game engine, written in modern C++, developed as a hobby. The engine is publicly available and distributed under the MIT License.
- GitHub: https://github.com/mogemimi/pomdog
- Wiki: https://github.com/mogemimi/pomdog/wiki
- Architecture: https://github.com/mogemimi/pomdog/wiki/Architecture
Screenshots
December 11, 2016
I tried out wind blowing using 6-frame sprite animation for grass. It is inspired by The Last Guardian. pic.twitter.com/3KDXDZoA4n
— mogemimi (@mogemimi) December 11, 2016
November 27, 2016
WIP of today pic.twitter.com/xN30i3kVF4
— mogemimi (@mogemimi) November 27, 2016
November 25, 2016
Grass with self-shadows. This shader is too heavy to use for a product, but handy for keeping warm in this winter ☃️ #gamedev pic.twitter.com/yHmimo4hCb
— mogemimi (@mogemimi) November 25, 2016
November 24, 2016
Shadows cast by grass blades are animated to follow them using screen space raytraced shadows shader. pic.twitter.com/D7RjSYBczy
— mogemimi (@mogemimi) November 24, 2016
November 17, 2016
Tried animating grass blowing in the wind by using vertex shader~ pic.twitter.com/LBSukAj4aX
— mogemimi (@mogemimi) November 17, 2016
November 16, 2016
I'm working on grass rendering, with hardware instancing, deferred shading and ssao. It's still a wip though. pic.twitter.com/01MLi2XTou
— mogemimi (@mogemimi) November 16, 2016
November 4, 2016
WIP! GUI rendering test~ pic.twitter.com/AnWfDOpPL6
— mogemimi (@mogemimi) November 4, 2016
November 3, 2016
Reworking the UI for in-game editor yet again. #gamedev pic.twitter.com/3zVYSgsjvs
— mogemimi (@mogemimi) November 3, 2016
October 24, 2016
I started thinking about the architecture of a rendering pipeline, this is a dependency graph WIP pic.twitter.com/XGRE9TtAhd
— mogemimi (@mogemimi) October 24, 2016
October 20, 2016
Today I've tried moving my game engine to PBR. There's still so much to do and learn like BRDF, GGX, Cook-Torrance, and tone mapping etc 😵 pic.twitter.com/6NBCwhBjr6
— mogemimi (@mogemimi) October 20, 2016
October 19, 2016
Real-time local reflections WIP pic.twitter.com/OGIz6C8kH1
— mogemimi (@mogemimi) October 19, 2016
WIP before bed. I'm trying out screen-space reflections using temporal upsampling. pic.twitter.com/0fNU6V5weH
— mogemimi (@mogemimi) October 19, 2016
October 7, 2016
I just tried exporting sculpted voxel terrain into MagicaVoxel as .vox format from my engine. pic.twitter.com/34SMCN4SSj
— mogemimi (@mogemimi) October 7, 2016
September 27, 2016
Screen space shadows using deferred rendering wip pic.twitter.com/q6ZtaHU9BA
— mogemimi (@mogemimi) September 27, 2016
September 25, 2016
Today I made a atmosphere shader without using lookup textures and spherical polygons, still wip. #gamedev pic.twitter.com/uwgwyRBLBK
— mogemimi (@mogemimi) September 25, 2016
September 23, 2016
WIP I'll look up how to reconstruct a world position of geometry from depth in deferred shading, instead of using FP32 position buffer pic.twitter.com/PKGrnXomJl
— mogemimi (@mogemimi) September 23, 2016
Realtime rendering again for the first time in a while: Hardware instancing + Deferred shading + FXAA + SSAO + DoF blur + Height fog pic.twitter.com/pUCIS6R6gr
— mogemimi (@mogemimi) September 23, 2016
July 26, 2015
filling voxels (⌒▽⌒) #gamedev pic.twitter.com/YEdyLUm0PJ
— mogemimi (@mogemimi) July 26, 2015
July 14, 2015
I created this image today. The architecture of my hobby game engine. #gamedev pic.twitter.com/9VsoO9P8FC
— mogemimi (@mogemimi) July 14, 2015
July 12, 2015
Runtime voxel editing test #gamedev pic.twitter.com/pQEEXqf5mT
— mogemimi (@mogemimi) July 12, 2015
June 2, 2015
Marching Cubes (MC) style voxel maid~ (。・ω・。) #gameart #magicavoxel pic.twitter.com/WxWhvU5Eeg
— mogemimi (@mogemimi) June 2, 2015
November 19, 2014
Edge detection using SSAO shader pic.twitter.com/5ulK2svDuK
— mogemimi (@mogemimi) November 19, 2014
November 11, 2014
SSAO enabled/disabled #gamedev pic.twitter.com/WOOtRYHiYW
— mogemimi (@mogemimi) November 11, 2014
November 4, 2014
animated voxel character (。・ω・。) #gamedev pic.twitter.com/gGJkQVKs03
— mogemimi (@mogemimi) November 4, 2014
August 30, 2014
July 28, 2014
"Looping Options: Forever" pic.twitter.com/N1tlmGs8CA
— mogemimi (@mogemimi) July 27, 2014