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Layer Abstraction initiated

· One min read

This time, there will be no Feature Creep - I promise!

From Vertex to MeshData to device-specific Meshes - over the weekend, I took a sidestep from the math lib to focus on the architectural planning and development of the underlying rendering layer, accompanied by the scene layer that is responsible for abstracting scene graphs away from the actual rendering process.

Sundays are for constexpr

· 3 min read

import {SocialLinks} from "../../src/components/SocialLinks";

For a game engine, the first step isn’t rendering a scene or simulating complex physics - it’s laying the foundational bricks. This weekend, I eased dove headfirst into that foundation for my personal C++ engine project, Helios, and it was a fantastic journey through the nuances of modern C++ design.

Lost in Translation

· 2 min read

My background is in the web world - I've spent years wrangling Java, JavaScript (and countless frameworks based on it), PHP (from Zend to Laravel over Symfony and self-written solution), and the closest I ever got to the metal was writing C, of which I thought it would give me a head start for a game engine project. In a way, it did: I wasn't scared of pointers. But it also gave me a false sense of security.