Obsession Engine

RenderDoc
Conan
Premake
Developed with my brother and classmate, Nacho, this OpenGL engine is built with Approaching Zero Driver Overhead (AZDO) principles, maximizing GPU efficiency using Multi-Draw Indirect (MDI), bindless textures, and Direct State Access (DSA). The entire scene is rendered in a single draw call, significantly reducing CPU overhead.

It features a fully deferred rendering pipeline with Point, Spot, and Directional Lights, supporting shadow mapping for realistic depth and shading. Advanced lighting techniques include Screen-Space Global Illumination (SSGI) via compute shaders and Screen-Space Ambient Occlusion (SSAO) for enhanced depth perception. Post-processing effects like Chromatic Aberration add a cinematic touch.

The engine architecture includes a multi-threaded job system, a custom Entity-Component-System (ECS) optimized for performance, and a resource manager for efficient asset handling. Built to push OpenGL to its limits, this engine delivers high-performance rendering with modern graphics techniques.







About me
I’m a C/C++ developer with a strong focus on graphics programming, low-level engine work, and optimization. I enjoy working close to the hardware, whether it’s refining rendering pipelines, improving performance, or just figuring out how to make things run better. Lately, I’ve been exploring the PS5, getting a feel for what modern consoles bring to the table.

What drives me is building systems that let others create without limitations, whether that’s artists bringing their vision to life or developers pushing their projects further. I like clean, efficient code, and I’m always looking for ways to make things more seamless, more performant, and more intuitive.


juansalvadoraviles@gmail.com