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3h 1m 13s logged

—————– Devlog XIII —————–

Spent some time off from working on this project, started the beginnings of another one. Finally ended up getting the interest to come back to this one

To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation).


💡 Overview

Commit message for this devlog:

BREAKING CHANGE - New asset system, new scene system, renamed SceneLoader to PrefabSpawner, still need to update rest of code with temp fix until reworking for new system.


✨ What did I do?

Previously, the asset manager did still handle caching already loaded assets (models, materials, textures), however the implementation was not professional and temporary:

  • Caching based on a string key (slow)
  • Broke the “single responsibility principal” many times by uploading to the GPU & constructing Scene objects

Now, I am using AssetHandles (UUIDs) for caching, and I no longer uploading to the GPU in AssetManager.


❌ What didn’t I do?

This new system is a good start for realigning and separating the different parts of the program, but is only about a third of the work. For what I still need to do, this is what follows:

  1. Stop uploading to the GPU in the PrefabSpawner (scene)
  2. Fix the renderer and find where I will upload the mesh & texture data.
  3. Check for compilation and working across the whole project.
  4. Change every instance of AssetManager to using AssetHandles.

Once I have these, I can move onto redoing the renderers and FINALLY start working on the “fun stuff”


❤️ Thanks for reading :3-blahaj-spinning:

Github repo: https://github.com/pkncoder/Engine
Project landing page: https://pkncoder.github.io/Engine

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