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    <title>Opengl on fahersto&#39;s blog</title>
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    <description>Recent content in Opengl on fahersto&#39;s blog</description>
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      <title>Reflecting on game engine development</title>
      <link>https://blog.lentic.de/posts/gameengine_lessons/</link>
      <pubDate>Fri, 12 Dec 2025 00:00:00 +0000</pubDate>
      <guid>https://blog.lentic.de/posts/gameengine_lessons/</guid>
      <description>Game engine tech stack As some of you may know, I have spent a considerable amount of time developing a game engine in C++. Toward the end of the year, I want to take some time to reflect on where I&amp;rsquo;m at and how I plan to move forward. Let us begin with a list of libraries that are currently used:&#xA;Rendering: OpenGL Physics: Jolt Audio: FMOD GUI: ImGui, ImGuizmo, ImNodes Text: msdf-gen Window: GLFW Serialization: yaml-cpp Testing: googletest Scripting: sol3 Navigation: recastnavigation Asset Importing: assimp, ufbx Logging: spdlog Profiling: tracy Graphics Debugging: RenderDoc Feature showreel Building on these libraries we implemented several features.</description>
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      <title>MSDF font rendering in OpenGL</title>
      <link>https://blog.lentic.de/posts/textrendering/</link>
      <pubDate>Wed, 06 Jul 2022 00:00:00 +0000</pubDate>
      <guid>https://blog.lentic.de/posts/textrendering/</guid>
      <description>Text rendering One of the latest additions to my OpenGL game engine is text rendering. TIt took more effort than I expected, and that&amp;rsquo;s why this article exists. The OpenGL standard does not define text rendering. This was surprising to me at first, because while OpenGL is a low-level graphics API, rendering text seemed pretty low-level to me. Boy was I wrong. To ensure the correct placement of individual glyphs, a number of variables must be taken into account, as shown in the following figure:</description>
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      <title>CodinaColada - game engine playground</title>
      <link>https://blog.lentic.de/posts/codina_colada/</link>
      <pubDate>Sun, 13 Dec 2020 00:00:00 +0000</pubDate>
      <guid>https://blog.lentic.de/posts/codina_colada/</guid>
      <description>Implementation of raymarching.&#xA;CodinaColada is my 2d game engine. Its main purpose is to be a sandbox in which I can implement any functionality I&amp;rsquo;m interested in.&#xA;Technologies OpenGL Box2D Tracy To improve performance of my engine I need to know where the biggest potentials for improvements are. This can be determined using a profiler. Tracy is one such profiler. It is able to measure CPU and GPU performance. This is done by introducing macros inside the functions to be instrumented which then create zones as can be seen in the image showing the performance of a single frame below.</description>
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