As PC & handheld lover, Nintendo Switch was not enough! And once the Steam Deck show up in the news, i knew that i must be listing it too within…Continue readingDelusion on the Deck!
It’s been long time since i shared about Mirage (~2 years), but this was not for nothing but the huge engine refactor that ended up with a brand new Engine…Continue readingDelusion, The stutter is an illusion
Introduction Diablo 4!!! i didn’t see that coming! Near 7 months ago i packaged everything related to “Behind the Pretty Frames” to an external portable drive, and decided to forget…Continue readingBehind the Pretty Frames: Diablo IV
“When your game package is measured in tens of Gigabytes, you don’t want to keep making packages frequently…” Sourcehttps://github.com/mamoniem/ugl Game Link (GL) is an upgrade to the Unreal Engine games…Continue readingGame Link
Introduction Resident Evil…what a franchise…regardless if you’re old gamer or a new gamer, you can’t have a gaming life without trying at least a single RE game. Horror games have…Continue readingBehind the Pretty Frames: Resident Evil
Introduction When Elden Ring got released, I knew that i wanna sneak peak behind the curtains and look what is lying in there. i won’t claim that i’m the die-hard…Continue readingBehind the Pretty Frames: Elden Ring
Quite sometime ago when i started in GI tasks for Mirage, i decided to give a shot to scene voxelization methods, and hence i started in my first attempt to…Continue readingVoxelizer!
ⓘ Note From the first publish of the article, there were many sections flagged with “red color”, as it was still in progress to tidy and write down (already had…Continue readingBehind the Pretty Frames: God of War
I’ve always been fascinated by the idea of gameplay code hot-reload or shaders live edit at runtime without the need to re-build the editor or engine.For shaders, it comes in…Continue readingMirage’s Features & Tools #9