I made a rendering engine

I don’t really have a name for it. It uses the Phong rendering model with some basic attenuation. It was a pain to get Roblox models in my engine. Had to write mtl files from scratch and bake normals. Speaking on normals, this is what a Robloxians normal map looks like, freaking weird right? It’s cause the industry standard is to have them flipped.


wow that’s really cool
how about Vulkan?

vulkans too low level for me, LOL

Vulkan is an extremely low-level graphics API that requires a lot more care and attention than even OpenGL does. It definitely wouldn’t be my first priority after getting an engine to work. :stuck_out_tongue:

it might’ve been very low but somehow I’m addicted with Vulkan since this API actually works different even though it boosts FPS than DirectX 11 and OpenGL that’s why i asked for it

yep it needs alot of stuff hopefully i see it in future