Portfolio of Adam Badke
Blaze Engine is a real-time, physically-based deferred 3D renderer with the architecture of a game engine. It was written from scratch using C++ and OpenGL. This was my first real-time rendering hobby project, created in 2019 with the goal of learning more about physically-based shading, deferred rendering, and game engine architecture.
This project is no longer under active development.
GitHub Repository: https://github.com/b1skit/BlazeEngine
Blaze Engine supports deferred, High Dynamic Range (HDR) lighting computed with a Cook-Torrance specular BRDF.
The following deferred light types are currently supported:
Shadows are provided for each of Blaze Engine’s deferred lights by rendering 32-bit depth maps from the perspective of each light. Occlusion of each shaded point is determined by testing the depth of each fragment against these depth maps.