Logging and Events (and refactoring Input)

took a break from the renderer as the next step involves getting render passes setup so I can render shadows and do fun stuff like post processing etc. This poses two problems for me.. Once I get started, I won’t have a lot to show for a while because I’m sure it’ll involve a lot of refactoring work I actually have no real clue what I’m doing, or what order makes the most sense to do things in Thankfully on the latter point, I found a YouTube channel called “The Cherno” which has an incredible amount of content, one of his series is an educational series about building a Game Engine from scratch which is very pertinent to my interests, his Hazel engine is definitely a much more ambitious and fully featured engine than I was ever planning, but it’s been very helpful to see how a professional approaches engine development. ...

September 13, 2022 · 3 min

Yo dawg, I heard you liked refactoring…

You know that thing you do when you’re learning something new, so you make every mistake under the sun and / or massively over complicate / engineer things? Yeah, I did that. As I mentioned in my last post, I did get textures working – but there was a large caveat. I only had a single shared descriptor set, which meant all meshes shared the same textures. So I did a bit of refactoring ...

August 30, 2022 · 3 min

We've got textures, everybody!

Now we’re all caught up, I reached a bit of a milestone yesterday. I managed to get textures loading and I’m fairly happy with the solution for now. This one is a milestone for me because I really wasn’t sure how to organise my resources, so the “final” design was a bit of trial and a lot of error. Right now, if you request to load the same texture twice, it’ll oblige no questions asked, but the design allows for future optimisations in this area. ...

August 22, 2022 · 2 min

Static Rectangle, now with more progress!

The following is progress made over a few weeks, a few weeks ago. I was still wrapping my head around how Vulkan works and really just trying to get stuff to work. It was one step forward, two steps back for a time, that’s just how it is sometimes. Jumping off from where I was at the end of the last post, I implemented a camera controller which at this time handled all user input. I spent a fair whack of time coming up with a way to handle what happened when the mouse goes outside the bounds of the window, I was quite proud of that. I later found out that GLFW (the cross-platform window framework I am using) has an option to do this for you, you just have to turn it on (and know it exists). ...

August 21, 2022 · 4 min

Introducing Static Rectangle Engine

Static Rectangle Engine lives! I started this project a few weeks ago, the goal? make my own game engine. Why? purely educational reasons honestly. In my humble (and uneducated) opinion, there are a number of reasons someone may want to build their own game engine today, even in the land of Unity / Unreal and Godot etc. Full unbridled control and comprehension would be first and foremost. For me this is rather important, over my many years I have seen projects of great potential buckle and fold when those appointed to maintain them weren’t given the time to fully grasp them. ...

August 19, 2022 · 2 min