
Shader Series – Screen Space Reflections
Originally posted on Virtex Edge Design: Screen Space Reflections are used in every engine these days. Games from The Witcher 3 to Fortnite all employ this eff...
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Originally posted on Virtex Edge Design: Screen Space Reflections are used in every engine these days. Games from The Witcher 3 to Fortnite all employ this eff...
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Originally posted on Virtex Edge Design: Selective Bloom, Emissive Glow, Fake HDR, there’s a number of ways to call this, but with Metric Racer being a scifi r...
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Originally posted on Virtex Edge Design: Keeping up with the theme of my last post, I’m here today sharing another single class solution to a common stack over...
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Recently I put out two games, The Chaotic Workshop and Space Esc8bit, which both have with a free ad supported version. There’s lots of support and examples for...
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Originally posted on Virtex Edge Design: There’s lots of text in a game, but there’s also a lot of languages in the world. Google Play and Apple both allow you...
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Currently most of the Post Processors are handled loosely and internally by the vxRenderer class. This is great for keeping everything in one place, but it caus...
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As Metric has progressed, I started running into frame rate drops while debugging. Naturally the game is going to run slower when Visual Studio is debugging it...
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One of the things which I wanted to implement in the Vertices Engine were Crepuscular Rays, more commonly known as God Rays. These have become ubiquitous in gam...
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After a weekend of coding, porting, and compiling, I manged to get a large portion of the shaders ported over too MonoGame. It was really nice to finally see Go...
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Firing up Xaramin and adding each of my *.cs files into the new project. I found there were actually very few issues building the actual C# code. The issues sho...
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I played around with Monogame for a long time, but had a lot of trouble getting shaders working as well as figuring out all the nuances of content. It’s finally...
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