Welcome back. Last time, we looked at the runtime-extensibility of the Acclimate Engine (https://www.gamedev.net/blogs/entry/2277862-general-structure-and-design-of-the-acclimate-engine-part-2/. Now we are going to see, how this all applies to scene-managment.
The basicsIn general, scene-managment …
Welcome back. In last weeks entry, we looked at the base-layout of the Acclimate Engine's resource-system. This week, I'll be highlighting the runtime-part of the system - the diagram from last week still applys, so I won't be posting it again.
RuntimeNow to recap, the games resources are handled vi…
So this time, I've decided to talk about something a bit different. The disassembler-part is really technical and abstract, and probably a lot of people, who don't want to develop their own programming language, will not really have that much insight from it. So today, we are instead looking at the…
Welcome back. Last time, we talked about getting a disassembler, to view generated assembly code (https://www.gamedev.net/blogs/entry/2277765-journey-to-a-full-x64-disassembler-part-2/). This time, we are going to look at the framework for actually generating assembly.
What & why
In general, whe…
Welcome back ! Last week, I talked about the background of why I am creating a custom assembly-generator. This week, I'll go more into details about the framework I wrote, that allowed me both to disassemble as well as assemble code.
Getting started
Now previously, I mentioned how my own assembler wa…
So I just felt like writing another blogpost, after years of pause. One consistent task in my engine has been optimizing the backend for my visual-scripting language. As anybody who's worked more in Unreal knows, it's blueprints are horribly slow. I've copied the basic interface of blueprints for m…
So I've been quite busy with refactoring the rendering and other systems of the engine for the last few months, and once I'm done I'll make some more entries for the graphical render-system.
Today I've been wondering if there is no cleaner solution to having to pass an arbitrary array to a function…
So I've stopped writing journal entries on my project for a while. Didn't really feel like it anymore, after I took a hiatus for multiple months. Since then I've been working on multiple things, mostly cleaning up old messy parts of the engine. One of this things, that turned out something pretty c…
https://www.gamedev.net/blog/1930/entry-2261155-visual-scripting-basics/
Last time, I introduced you to the visual scripting system of my engine. I introduced you to the basics of the scripting system. The next important question is: How do you create a control flow? I've already talked a…
https://www.gamedev.net/blog/1930/entry-2261095-assets-creation-data-processing/
The last few weeks, my work has primarly been focused around my visual scripting system, so I decided to make a startup article to present the whole system to you.
The premise:
I assume everyone should know abo…
https://www.gamedev.net/blog/1930/entry-2261068-advanced-asset-handling/
So after I've talked about the theory behind the new asset system, I'll now go on to show some of the implementation details. I'll start with the more interesting stuff, namely the creation of the actual assets.
The a…
https://www.gamedev.net/blog/1930/entry-2260953-asl-geometry-tessellation-shader/
Despite being extremely busy the last weeks, I still found some time to put into developing the engine. This time around, I decided to tackle one of the ealierst features/problems I originally put in: The as…
https://www.gamedev.net/blog/1930/entry-2260794-acclimate-shading-language/
After a long time of not being productive again, I've finally come around to fully implement the current-gen API features to my engines shading language, now called "ASL" (acclimate shading language).
One thing I n…
https://www.gamedev.net/blog/1930/entry-2260721-a-custom-variant-class/
Now for something completely different. Since I'm currently working on the graphics module, I thought I'll talk about one of the coolest features of the engine in that regard: The custom shading language.
Why a custom …
https://www.gamedev.net/blog/1930/entry-2260689-generic-execution-routine-for-type-based-code/
So this time, as promised, I'm going to describe how the heart of the type-system, the variant class, is being designed/used. It uses both the TypeId and the generic execution routine, plus some…
https://www.gamedev.net/blog/1930/entry-2260667-a-simple-and-fast-dynamic-type-system/
Last time, I've introduced my runtime type system. So this time around, I'll talk about how one can actually run code based on the type system.
Remember that there is a static type, which divides into mu…
https://www.gamedev.net/blog/1930/entry-2260651-ecs-iii-queries-and-horrible-component-serialization/
The type system:
As I've been briefly talking about last time, the need for handling things like serializing components automatically brought up the need for a custom dynamic type system…
https://www.gamedev.net/blog/1930/entry-2260620-ecs-ii-messaging/
Queries:
Last time I mentioned that as a special case of the messaging in my ECS, I implemented queries. The queries syntax is actually quite similar to messaging:
// 1. declare the query classclass CollisionQuery : public …
https://www.gamedev.net/blog/1930/entry-2260476-ecs-i-entities-components-and-systems-basic-design/
Its been a while since I had time for programming, the new addon of WoW kept me busy for some time. But now I'm back and ready for action. This articles topic is messaging in my engines e…
https://www.gamedev.net/blog/1930/entry-2260428-gui-iii-widget-configuration/
Motivation:
It took me a while to get back on writing since I've been busy. But now, as promised, I'm going to give an intro to the entity/component-system I've developed for my engine.
So back in my early project…
Now that I've talked about how Widgets can be used, its time to discuss how they can be configured.
Positioning:
Widgets are manually positioned by specifying their position and size:
Widget(float x, float y, float …
So this time around, I'm going to talk about the engines GUIs main class, called "Widget". I took an approach similar to what QT does,
in that every widget has to derive from that class. I'm not going to sh…
Getting started:
So at the beginning of the engine I wanted to make a 2d level editor. I already mad…
The engine itself is divided into 4 main modules : SDK, editor, player, and plugins.
- SDK: The…
my name is Juli(e)an, and this is the introduction to my journal about how insane I am to develope my own game engine. Some of you might have seen me before on the forums, mainly (solely) on the technical topics. Or you don't, but thats OK too. I have just been developing this kind of large p…