This is how mBLAZE3D Studio looks like at startup!
This shows how a basic, empty scene can be constructed.
Screenshot from an advanced application with deferred rendering and GPU-generated ocean waves.
Advanced deferred rendering with HDR, multiple lights and shadow maps.
It is possible to view all intermediate render targets, like those used for a deferred renderer.
Fast GPU-generated ocean waves using FFT and Direct3D 11 compute shaders.
GPU-generated HDR sky colors rendered to a cube map in one single render pass.
The class diagram used for constructing class hierarchies for the object oriented development system.
Example of a post processing effect (FXAA) implemented using shaders.
mBLAZE3D includes built-in performance profiling to help you locate the bottlenecks of your application!
Break points capable of edit-and-continue are very useful for debugging!
A simple wizard helps you publish your project to the platform(s) you want to target.
Locating problems is easy using features like the function call stack view.
mBLAZE3D implements the rigid body part of the Nvidia PhysX library.
Example of how to implement an animated, skinned character.
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