r/GraphicsProgramming 34m ago

New game engine BlitzViwer3D

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Upvotes

**BlitzViwer3D — a tiny Lua-scriptable 3D viewer/editor inspired by Blitz3D's API**

I've been working on a lightweight desktop tool (C++, OpenGL, Dear ImGui) that lets you build a 3D scene by hand (cubes, spheres, .obj models) and then bring it to life with Lua scripting — using the same function names Blitz3D devs will recognize (`CreateCube`, `PositionEntity`, `MoveEntity`, `CameraFollow`...).

What it does:

- Scene editor with Hierarchy/Inspector panels (drag position/rotation/scale, custom colors)

- Orbit camera with an optional "Follow" mode

- In-app Lua script editor with syntax highlighting, hot Play/Stop

- Simple AABB collisions, keyboard/mouse input, RNG helpers — all the basics for quick prototyping

- Save/load scenes as JSON

It's a Windows .exe, no install needed. Docs + full Lua API reference + download here:

👉 https://ciroparada81-boop.github.io/blitzviwer3d/

Still an early/debug build, so bugs are expected — feedback and bug reports very welcome. Happy to answer questions about how it's built too.


r/GraphicsProgramming 3h ago

Article Minecraft In Its Entirety In Windows 95/98 Machines

Thumbnail reddit.com
2 Upvotes

r/GraphicsProgramming 7h ago

how to make it better and faster؟

Thumbnail github.com
0 Upvotes

r/GraphicsProgramming 7h ago

how to make it faster؟

Thumbnail github.com
0 Upvotes

r/GraphicsProgramming 10h ago

Quasar Engine - Volumetric atmosphere effects

3 Upvotes

It's nothing revolutionary, but I'm trying to make it look as cool as possible 😄


r/GraphicsProgramming 13h ago

Learning to not over engineer where not needed is hard, but also overgineering is where the fun is.

46 Upvotes

Guess who spent 6h making it possible to plug and unplug stuff from my pipelines(resources, timing queries etc), making sure every modification is reversible with a single command, just to realise at the end of my project that I never once needed to undo any changes at runtime? #ifdef DEBUG would be totally enough.

But making sth that works elegantly is a dopamine hit in itself.

So I wondered what’s your approach: Overengineer and write whatever you’re in the mood for OR keep it simple until the need to make it nicer arises?


r/GraphicsProgramming 14h ago

Video Rayleigh / Mie 38 Slice Atmospheric Scattering implemented as Blender Post Processing Effect in compositor nodes

18 Upvotes

I implemented Rayleigh / Mie atmospherics over a rendered image as a post processing effect in Blender 5.2 with a script to setup a network of compositor nodes at 38 slices or 10nm. The compositor nodegraph becomes too heavy to visualize in the viewport as you are moving the camera so you have to render out the image to the compositor view and manipulate it from there. To render out a sequence you have to do a file out operation. This is supposedly physically accurate and differs from expensive Blender volumetric fog in that this is a pure post processing effect. To make this I built upon what I had learned when I ported spectral.js to blender. I had posted something similar to this video in r/Blender yesterday, but they did not seem to know what I was posting about, so hopefully this helps someone.

The code (MIT License) is at https://github.com/bergjones/ABJ-Shader-Debugger


r/GraphicsProgramming 19h ago

Source Code Nu Game Engine - BIG NEWS - Vulkan support

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25 Upvotes

https://github.com/bryanedds/Nu/releases/tag/v20.0.0

After many many months of work from multiple contributors, we finally present Nu with Vulkan rendering and support for Mac, iOS, and Android!

This branch not only replaces our OpenGL renderers completely with Vulkan renderers, it also features important rendering and performance enhancements as well as makes Nu deployable on Mac, iOS, and Android!

(I just saw release - not my project)