This blog is a try to me keep motivates and a way to see my progress on my current projects. Let’s see how it goes!

Gustav Jansson
This week I mostly worked on visual debug and I think that is going to take another week. So… while I won’t complete arcade racer game this year, I think a (new) worthy goal is to at least complete the renderer, along with a extremly rough “proof of concept” asset importer so that I can perhaps buy some sweat new assets for the end of the year sales that always seems to pop up.
This week the work on visual debug continued. I managed to catch a cold at the end, that I’m still fighting, so work progressed slowly. I’m hoping for a bigger progress next week as I’m hopefully near the end.
This week I continued working on the visual debugger. It’s getting close to completion…
This week I continued working on shadows. As it looks currently I don’t think I will be completing the car game this year and it’s probably better that I change my goal to complete the rendering engine… Something to think about…
This week I continued work on klotter, mostly cleaning up stuff and preparing for shadows.
This week I continued to clean the code. Next week will (hopefully) be directional light and some more light cleanup… I’m getting the itch to work on workbench to find more issues with my code but that’ll have to wait until the arcade racer is “complete”
This week I continued fixing various todo comments and other minor issues in klotter. I think I will spend at most one week more on this cleanup sprint before diving deep into shadow rendering…
This week I continued work on klotter. I added a knee to the bloom and decided that the knee would be the last bloom for now. Going to focus on more “gameplay” related features from now on so I think after the current cleanup section, I’[m going to finish up rendering with shadows, and probably only directional shadows.
This week I completed the “last” step for bloom. Next step is adding a smooth/knee for the bloom cutoff, improving the blur and adding a intensity effect so it can be scaled… but that’s for next week.
This week, intead of working on more bloom, I made the image debugger more useful.