It's November, which means it is time for another year long recap of the development of my own game engine. I'm a bit late compared to the anniversary date (November 5), but this year has been hectic for me. If you are interested, you can check the previous years before jumping into this one: part 1 part 2 If you want to follow the day to day progress of my work, you can also check out: My threads…
What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went to look into a small list of games to see how they were handling it. Additionally I had questions on when refraction should done compared to regular transparency rendering, which usually involves…
I have been working on my own game engine for a while now and since today is November 5 (the anniversary date of my engine), it means it is time to post a new yearly recap. If you are interested, you can check out part 1 over here. If you want to follow the day to day progress of my work, you can check out: My threads on Mastodon: thread 1 & thread 2 My thread on Bluesky My dev-blog on the Graphic…
Syndicate is a little guilty pleasure of mine. It is a game that came out in 2012 as a reboot of another game released in 1993 sharing the same name. It is a fun FPS with a great feel, far from perfect but featuring some nice visuals. Syndicate became a bit notorious when it released for its excessive bloom effect. Many complained about it [1], and even looked for ways to disable it. Me on the…
In 2022 I finally decided to build my own engine. I spent years working with Unreal Engine (started with UDK, then moved on to UE4 and then barely touched UE5), and grew tired of how complicated it was to introduce custom changes in the engine (but not without trying). Especially since those changes were related to rendering. Unreal toolset is great and there are ways to extend it but anything…
I wanted to see if I could modify the unreal engine bloom effect following my article on making custom lens-flare. This is because the default one can sometimes look disapointing and doesn't always behave the way I would expect. So I tried redo it to address those issues. This article is written as a follow up of my previous one. I assume you already have a custom PostProcess plugin and know where…
This article shows how to modify the default Unreal Engine lens-flare post-process, from code to shaders. I always wanted to change the default Unreal Engine 4 lens-flares because it never felt good in my opinion. It's a post-process effect that lacks control and looks rather bland. The fact it is broken too doesn't help (because of a UI bug) which means anybody trying to use it in a project will…
If you are a user of UE4, especially recent versions, you may have stumbled upon an issue regarding its lens-flare post-process: you cannot tweak the flare colors properly and they have no effect. This is actually a UI bug which has been here for a while (at least since version 4.18). It is is currently logged in the UE4 bug database and is marked as backlogged without any updates since 2019. As…
I spent quite a bit of time working with Render Targets in Unreal Engine 4. Mostly to do some effects for my UI. One of the main example is the use of a Jump Flood algorithm to render a Distance Field. For convenience and because this is often what is recommended by Epic Games in their tutorials, I used Canvas based render targets to render materials (shaders) into textures and I do a lot of…
In this article I cover how to create Portals in Unreal Engine 4. As I did not find any write-up that would provide enough details to explain how to create such system (viewing but also crossing the portals) I decided to write my own. This article was written based on Unreal Engine 4.25.