How SSAO Instantly Improved My Engine’s Visuals

In this video, you’ll see:

  • Before/after comparisons of SSAO in action
  • A quick explanation of how SSAO works
  • Why it’s worth adding to your renderer
  • How I integrated it into my lighting pipeline
 
 

If you're building your own engine or renderer, or just want to level up your graphics knowledge, this one's for you.

Enjoy.

Progress, Not Perfection: How I Work on My Game Engine Daily

I took several months off from Youtube to focus entirely on improving the engine's renderer, and it has paid off.

 
 

Through sheer work and pushing myself everyday, I have managed to add several features to the renderer such as:

  • Multiple light types: Spot and Area lights
  • Gizmo tools to translate, rotate and scale
  • Post-processing shaders such as: Depth of field, Chromatic Aberration, Bloom, Color Grading, White Balance, Vignette effects.
  • Gizmo tools to manipulate light meshes
  • Improved Editor's user experience

Overall, the renderer feels more complete. While setting up your scene, you can manipulate the position, orientation and scale of each model through the use Gizmo tools. If curious, you can get a quick look at the different PBR textures attached to your model, and if desired, you can update them as well.
If desired, you can add any of the four types of lights into your scene: Directional, Point, Spot and Area light. And you can modify their direction by simply dragging the gizmo tool.

Once your scene is ready, you can add several Post-processing effects as mentioned above. Each effect's properties can be manipulated through the editor and you get visual feedback of the effect.

I feel very proud of the stage of the renderer. I fixed several bugs in the renderer and while fixing each bug; I learned a lot more than I expected. However, working on the renderer daily was hard. Between my full-time job and my beautiful family, I was able to spare an hour or so on the renderer. Every day, I had to force myself to wake up before my kids did, so I can focus on getting some work done, even when my energy level was close to zero. Somehow, I managed to get the renderer to its current state, and it is something I feel proud of.

There are several issues with the Renderer and that is OK, because everyday I wake up with the idea that I will make the engine a bit better than it was the day before, and I'm convinced that this mindset will take the engine to the next level.

I Built An Editor For This One Feature!!!

After two years of rewriting my game engine from scratch using ECS architecture, I finally arrived at a huge milestone: testing whether I can assign gameplay behavior to a character directly through the editor. On the surface, it might sound like a small step — but behind this test is months of work, late nights, countless bugs, and an entire editor system built from scratch.

Building the editor was one of the hardest parts of this journey. From the Scenegraph to the Inspector, the Asset Browser to mouse selection (Ray Picker) — every system needed to work together seamlessly. There were moments when I seriously considered scrapping the editor entirely. But deep down, I knew that if I wanted my engine to be flexible and developer-friendly, this feature had to exist.

 
 

In this devlog, I walk through the emotional build-up leading to the moment of truth: hitting Play and seeing if everything works. This test isn’t just about a feature — it’s about proving that the foundation I’ve been building can support the kind of dynamic, user-driven workflows I wanted. It's a small feature, but a huge step for my engine.

One Step Closer to a Full Game Engine Editor

In this devlog, I’m taking you through the latest updates to the Untold Engine editor—lighting, cameras, asset browsing, and image-based lighting are now fully integrated into the UI.

No more hacking things in through code—everything can be controlled visually. I’ll show you the problems I ran into, how I solved them, and what the engine looks like now in action.

This update brings the editor one step closer to becoming a fully usable game creation tool—and I’d love to hear your thoughts on where to take it next.

 
 

Thanks for watching.

My Engine's Editor Had One Big Problem!!!!

In this video, I share one big problem that my engine's editor had.

 
 

Thanks for watching.