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    <title>OpenGL on Ahmed Yasser - Portfolio</title>
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      <title>Timefall</title>
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      <pubDate>Thu, 06 Jul 2023 00:00:00 +0000</pubDate>
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      <description>&lt;h1 id=&#34;timefall-flagship&#34;&gt;Timefall (flagship)&lt;/h1&gt;
&lt;p&gt;Timefall is a game engine built from scratch in C++, originally inspired by &lt;a href=&#34;https://www.youtube.com/playlist?list=PLlrATfBNZ98dC-V-N3m0Go4deliWHPFwT&#34;&gt;The Cherno&amp;rsquo;s Game Engine Series&lt;/a&gt; and developed well beyond it since. The goal: a Windows-first engine with AAA-grade rendering quality, an editor workflow comparable to commercial tools, and a C#-scripted gameplay layer.&lt;/p&gt;
&lt;h2 id=&#34;renderer&#34;&gt;Renderer&lt;/h2&gt;
&lt;p&gt;A forward 3D PBR pipeline: metallic-roughness Cook-Torrance lighting (GGX/Smith/Schlick), energy compensation, geometric specular anti-aliasing, and normal mapping. Image-based lighting from HDR environment maps with prefiltered specular and diffuse irradiance convolution. Shadows for all three light types — cascaded shadow maps (up to 4 cascades) for directional lights, plus spot and point (cubemap) shadows, each with hard and PCSS soft-shadow modes. A full HDR pipeline with multiple tonemap operators (Reinhard, ACES, AgX, and more), alongside a 2D batch renderer running in parallel.&lt;/p&gt;</description>
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