Simple Vulkan Renderer in C++ : Low-Level Graphics

This Simple Vulkan Renderer was made by following the Vulkan Tutorial series by BrendanGalea : https://youtube.com/playlist?list=PL8327DO66nu9qYVKLDmdLW_84-yE4auCR&si=qs9QPNANpwrwydLL

#Vulkan #Cpp #GraphicsProgramming #3D #GameEngineDev #Rendering #LowLevelProgramming #GameDev #UAE #Developer #Freelancer #ImmediatelyAvailable

Finally feel ready to publish my blog post about Bevy's editor for Bevy's fifth bday! Consider giving it a read!

https://rinoxide.substack.com/p/bevys-fifth-birthday-the-editor

#bevyengine #bevy #gamedev #gameenginedev #rustlang #design

Bevy's Fifth Birthday: The Editor

Following Carts call for Bevy contributors to make their own blog posts for Bevy's Birthday, I see it fitting for me to go over all the work that's been poured into the editor over this year by the design team and what our goals are for the editor.

Bevy Editor Design/Development

Is there any benefit to using meshlets if I'm not rendering huge amounts of triangles?

#rust #gamedev #gameenginedev #rendering #vulkan

Writing a Game Engine is a stupid idea - lets do it!

People say that writing a game engine is one of the most difficult tasks one can do - and people are absolutely right. So why do I want to write a game engine?

Iโ€™ve added support for a bunch of environment variables that you can set to override any run-time value in your nCine AppConfiguration.

Things like fullscreen mode, VSync, output audio frequency, the data path, the log file name, and much more.

https://github.com/nCine/nCine/wiki/AppCfg-EnvVars

#nCine #GameDev #OpenSource #IndieDev #SoloDev #SoloIndieDev #GameEngineDev

AppCfg EnvVars

A cross-platform 2D game engine. Contribute to nCine/nCine development by creating an account on GitHub.

GitHub

Engine devs, what's a good way to separate transparent textures from opaque ones? I know I could add a "transparent" flag to the texture, but that could lead to user error. Is there a better way?

#gamedev #GameEngineDev

New website design for Taylor has now gone live! This now includes RSS/Atom support since I didn't realise my blog didn't already have that!

https://taylormadetech.dev/

I am open to, and would love, constructive critisism as I'm not much of a designer.

#GameEngine #IndieDev #GraphicDesign #GameEngineDev #Ruby

Taylor

Taylor is an easy to use game engine using mruby as the scripting language. It's aimed at people who love ruby or just want an easy way to make cross platform games.

In case anyone was looking for the shittiest possible Canvas2D game engine, I have created "Merlin"!

As of yet there is no documentation, but it's architectural based on XNA. Enjoy! Internet points to whomever can tell me why it's named Merlin. ;)

https://github.com/Sidneys1/Merlin

#GameEngineDev #gameengine #HTML5Canvas #hotpotatolicense

GitHub - Sidneys1/Merlin: Merlin game engine for HTML5 Canvas2D.

Merlin game engine for HTML5 Canvas2D. Contribute to Sidneys1/Merlin development by creating an account on GitHub.

GitHub

Just watched the simondev video on Radiance Cascades. Fell into a small rabbit hole that caused me to watch the talk from the Exile dev who created the technique, and read through a 2d implementionation of it on a GitHub gist.

Makes me want to implement it in my rust engine, but maybe I should tackle shadow mapping and basic PBR materials first lmao

#rendering #gamedev #GameEngineDev

(โš ๏ธ No alt text, but post contents fill the gap just fine.)

I spent the day working on adding IQM model support to WinterEngine, and bringing back MD3. Final step in this model nonsense will hopefully be a bespoke format custom built for the engine with a conversion tool that supports a bunch of other formats.

currently just struggling with why despite having perfectly valid vertex buffer data, none of the other meshes in the gort model are being drawn. Or well they are being drawn but nowhere near remotely correct from the looks of it in RenderDoc.

which is really weird because I opened the IQM in an IQM viewer and all the parts are there and drawn properly. So it's definitely something on my renderer end.

#technology #gameenginedev #3d