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8h 21m 53s logged

ORIGIN ENGINE

A NEW UPDATE!

I’m building a huge update for the origin engine! it might even be considered a new engine all together. The same philosophy is still there but I’m re-writting and refactoring the base structure of the whole engine. For now this refactor is close source tho, ill publish it once its ready for ship!

What we currently have:

I have the structure already though:

  • A new project-based system where all the shader compilation and asset handling is done for each project, this + a simple abstraction layer should allow the sandbox to be a hugely more important tool as you will be able to play your game right in the editor!

  • Compile time switch between SDL3 or GLFW for windowing, input is not yet “ported” if you consider it that way

What i wanna add but may be difficult

  • Runtime api switching between OpenGL, Vulkan and DirectX3D 11. even tho for now i have a super basic abstraction layer and only opengl is even able to initialize so….. maybe too hard i hope i manage to do it tho
    , was thinking of doing a similar thing for switching between physics engines like bullet3, physicsX or Box3D, this is very much in the future of course

  • Project export/ editor previews

This is a major step and im learning a lot!! but its very difficult to handle new stuff like vulkan with other new c++ architectural stuff, hope it goes well

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