jAzul Graphics API
jAzul is a Graphics API which leverages the DirectX 11 and Win32 libraries to create a robust and efficient graphics engine for anyone to use.
jAzul Features:
- 3D and 2D Graphical Objects which encapsulate all DX rendering management into a single function call.
- An optimized and efficient Draw Management System which manages the order in which Graphics Objects are drawn to the screen. It does so to ensure there shaders are sent to the GPU only once when they are used.
- A simple lighting system that uses the PHONG illumination model to allow for the quick creation of lights and an easy method to send light data to the GPU.
- A Dynamic Shadow Mapping System I developed which supports multiple light types (directional, point, and spot lights) with configurable shadow map resolutions and flexible shadow-casting options. The system efficiently manages shadow resources, minimizes data transfer to shaders, and dynamically adjusts resource usage based on the number of active lights.
jAzul’s source code be found Here.
Real Use Cases:
- MOABE
- My MOABE Engine uses jAzul as its rendering engine. This means everything from the Window creation, to the SpriteFont system, to the Visualizer, all make use of the jAzul library.




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[…] the work I’ve done so far has been on my rendering engine, jAzul and I have yet to integrate it into my actual game engine, MOABE, let alone make a game utilizing […]
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