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An OpenGL rendering project that lost ambition and gained technical debt

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Ultranull/BlueWork

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BlueWork

This was an idea. A messy, over thought, and ambitious idea. Its not the most performant or the most intuitive. It is missing many major features that would make it useful, but it was a damn good learning experience. Hopefully someone will find it useful in learning some interesting ideas and learning from some bad ideas.

This was a second attempt at being too ambitious for my own good. Its been sitting in a private repo for some time now and I figured it might be a good example of me constantly spit balling.

It has:

  • a basic scene loading system
  • shadows
  • over-thought scene graph
  • under-thought shadow rendering (but the soft shadows look pretty decent)
  • a no-entity component system, because who needs entities anyway... or memory management, or performance, or a component system that makes sense

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An OpenGL rendering project that lost ambition and gained technical debt

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