Media Summary: Another Year another video... A lot's been going on behind the scenes but I'm still hard at work with Hey guys, It's been a little minute, but I've been cooking up some new things with the Hey there! Thanks for checking out my first

Ex Blizzard Dev Creates Visual Nodegraphs From Scratch In C Never Engine Devlog 2 - Detailed Analysis & Overview

Another Year another video... A lot's been going on behind the scenes but I'm still hard at work with Hey guys, It's been a little minute, but I've been cooking up some new things with the Hey there! Thanks for checking out my first I have a faster workflow for generating low poly multiple convex mesh collision shapes now, used here for the pillows, sofa, and ... Added a tasty optimization this morning. Each light source now only has its shadowmap updated if one or more axis aligned ... In this video, I show off the addition of

See the code on GitHub: NOTES: * The water and lava textures are from the now ... Exploring and attempting to recreate Noita's "Falling-Sand" Simulation from No AI was used in the making of this game

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Ex-Blizzard Dev Creates Visual Nodegraphs From Scratch In C++ - Never Engine Devlog 2
Ex-Blizzard Dev Writes A Particle System From Scratch - Never Engine Devlog 1
I Was Laid Off From Blizzard - Never Engine Devlog 0
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Recreating Noita's Sand Simulation in C and OpenGL | Game Engineering
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The Hard Truth About Building a Game Engine Alone
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