Winter
- 2 Devlogs
- 6 Total hours
Experimental driver-structured engine
Experimental driver-structured engine
Hey Stardance! Life has been getting in the way lately, but I’m still determined to continue work on the engine and recently, I’ve added a way to script the game through DLL files! It now loads the library at runtime without even needing a .lib file. I’ve also done work on a filesystem driver and I’ve improved the current SDL input driver.
If you want to learn more about the specifics of the engine’s scripting, I’ve made a very detailed blogpost about it, you can find it here. Beware, it’s over 3000 words (and 19k characters) long.
Hey Stardance! I am currently working on a game engine that uses “driver” classes to deal with cross-platform differences in graphics, audio, input, et cetera. I decided to work on such a project because I started to dislike the tech stack I was using for a plethora of reasons. This is the first devlog, so there isn’t much to show, but the engine already has a basic OpenGL renderer that can load a model and display it.
Side note: It’s OpenGL-based and not Vulkan-based because I had a fight with Vulkan where it would crash the game when trying to grab the properties of the GPU and it won.
There is a much more detailed (1.4k words) blog article here if you want all of the specifics about how the engine currently works, but for now, here are a few screenshots of both the renderer and the driver system.