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It's November, which means it is time for another year long recap of the development of my own game engine.
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What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here).
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I have been working on my own game engine for a while now and since today is November 5 (the anniversary date of my engine), it means it is time to post a new yearly recap.
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Syndicate is a little guilty pleasure of mine.
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In 2022 I finally decided to build my own engine.
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I wanted to see if I could modify the unreal engine bloom effect following my article on making custom lens-flare.
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This article shows how to modify the default Unreal Engine lens-flare post-process, from code to shaders.
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If you are a user of UE4, especially recent versions, you may have stumbled upon an issue regarding its lens-flare post-process: you cannot tweak the flare colors properly and they have no effect.
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I spent quite a bit of time working with Render Targets in Unreal Engine 4.
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In this article I cover how to create Portals in Unreal Engine 4.