**Will's Website** Welcome to my website. My journal for my activities in Engine Development, Computer Graphics, and Game Development. [About Me](aboutme.md.html) (#) Will Engine - The main focus of my works is on my game engine, WillEngine. You can find it linked below: - https://github.com/Williscool13/WillEngineV2 (#) Development Journal - `[2025/05/08]` [OIT, SSS, and Debug Rendering](journal2.md.html#2025/05/08:oit,sss,anddebugrendering) - `[2025/04/04]` [Serialization, Terrain, and GTAO](journal2.md.html#2025/04/04:serialization,terrain,andgtao) - `[2025/01/29]` [Physics, Shadows, and Refactor](journal.md.html#2025/01/29:physics,shadows,andrefactor) - `[2024/12/17]` [Temporal Antialiasing (Part 1)](journal.md.html#2024/12/17:temporalantialiasing:part1) - `[2024/11/04]` [Deferred Rendering, Image Formats](journal.md.html#2024/11/04:deferredrendering,imageformats) - `[2024/09/16]` [3 Months, New Engine, AMD issues](journal.md.html#2024/09/16:3months,newengine,amdissues) - `[2024/06/25]` [Environment/PBR Mapping Results](journal.md.html#2024/06/25:environment/pbrmappingresults) - `[2024/06/21]` [Environment Mapping, PBR, Refactoring](journal.md.html#2024/06/21:environmentmapping,pbr,refactoring) - `[2024/06/07]` [GPU-Driven Rendering, Frustum Culling](journal.md.html#2024/06/07:gpu-drivenrendering,frustumculling) - `[2024/06/04]` [MSAA, Transparency/Cutoff, Shader Object](journal.md.html#2024/06/04:msaa,transparency/cutoff,shaderobject) - `[2024/05/30]` [Remarks About Vulkan](journal.md.html#2024/05/30:remarksaboutvulkan) - `[2024/05/24]` [Vulkan Engine (VKGuide)](journal.md.html#2024/05/24:vulkanengine(vkguide) - `[2024/04/30]` [Past Activities](journal.md.html#2024/04/30:pastactivities) (#) Technical Articles - **[Vulkan Descriptor Buffers (Redux)](technical/descriptorBuffers2.md.html)** - A technical post about implementing descriptor buffers in place of the traditional descriptor pool in my renderer/engine. - A redux of the previous descriptor buffer article with improvements and clarifications. - **[Environment Mapping in Vulkan](technical/environmentMapping.md.html)** - A brief look at the implementation of environment mapping in my renderer/engine. This includes Specular/Irradiance Cubemaps. - **[GPU-Driven Rendering and Culling](technical/gpudrivenandculling.md.html)** - A short summary of gpu draw call generation and culling in my renderer/engine. - **[Multi-Sample Anti-Aliasing](technical/msaa.md.html)** - A short summary of msaa implementations in my renderer/engine and visual/performance comparisons. - **[Vulkan Descriptor Buffers](technical/descriptorBuffers.md.html)** - A technical post about implementing descriptor buffers in place of the traditional descriptor pool in my renderer/engine.