Ship
This is the second ship of my game engine / renderer. To explain, I like calling it a renderer instead of a game engine, because I purposefully tried to add as few bloat features as I could, I just wanted something that made rendering something that I don’t have to think about. More info on the README page, this isn’t a good explanation. Just know that it isn’t just a basic Vulkan abstraction, this is a full renderer with PBR, many post-processing effects, skyboxes, dynamic lights, rigged and animated meshes and frustrum culling ’cause why not.
Changelog since the last ship:
- 2 new post-processing effects, pixelation and fog
- I also added a feature where shiny objects reflect the skybox, which isn’t realistic, but it adds a great sense of realism and I like to add it to my games.
- one of the largest changes was turning this into an actual library instead of an executable, which allows easier integration.
- I also made a full game as a tech demo for this project, it can be found at this link or under my stardance profile. It turned out really well, and I’m proud of myself, because I finally made a game engine that I can actually make games in easily. (The screenshot is from the game)
- and the smallest but still a significant change was rewriting the entire 2D rendering part of the engine for 2 reasons: it had a memory leak, and text rendering was buggy, slow and barely worked.
- 11 devlogs
- 13h
- 19.44x multiplier
- 261 Stardust