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Huge speed-up

I spent some time digging into the Hyperion’s calculation methods, and managed to find some significant speed ups.

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Missing model parts fixed

I’m wrapped to finally have solved the missing model parts in Hyperion. Let me explain. Part of making a render engine is finding ways to make things quicker. For example, if your scene has a million polygons, but it only takes up part of the screen, then why waste time testing for those polygons when […]

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Sitting in the wings

I’ve been developing a custom previsualiser application for my film and animation workflow, but found short-comings in the animation software’s native renderer. To circumvent this I had to build my own, and Hyperion was born.

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