Our own Engine

Today we take the first step in the development of our own graphics engine based on WebGL, a key piece for the future of the project.

A graphics engine as a learning project

Its main objective is didactic: to learn how a graphics engine works from the inside.

In the subject Advanced Graphics Techniques (AGT) We are faced with the challenge of understanding and applying advanced computer graphics concepts, and developing our own graphics engine is a direct and practical way to do it. Building it from scratch forces us to face various challenges such as:

Why develop your own graphics engine?

One of the most common questions when facing a project like this is why not use an existing game engine directly. In our case, the answer is clear: the goal is not to use an engine, but to learn how to build one.

Developing your own graphics engine allows you to understand how these types of systems work internally, have control over the rendering process, and face technical decisions that are normally hidden behind high-level libraries. Since it is an academic project, the focus is on learning and understanding the fundamentals, not on the complexity or the final scope of the engine.

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Why WebGL?

The use of WebGL It is marked by a direct requirement of the subject. Working with this API involves low-level access to the graphics pipeline, direct use of shaders, and explicit control of graphic resources. Precisely because of this, WebGL is especially suitable for a learning project, as it forces understanding of the fundamentals of modern graphics rendering and the direct relationship with the GPU.

This is just the beginning

This project marks the beginning of a learning process centered on computer graphics. Although development has not yet begun, the foundations are already laid, and in the next phases the graphics engine will start to take shape, documenting the progress and key concepts as it develops.

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