—————– Devlog XIV —————–
The Planning - The possible NEW NAME??? - The New Project!!
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).
✨ So What Happened? 📸
I haven’t done much pure coding, HOWEVER, I am getting ready for some large-scale rewrites and additions to the code. For what has happened:
- Fully sectioned the resource - disk - and scene - cpu/logic - directories (folders) so there wasn’t any GPU actions taken place.
- Refactored resource and scene directories
- Re-implemented Application into CMakeLists so I can compile and link that file.
- Did some planning for the huge renderer rewrite that is coming up.
Along with all of that, I came up with a possible name for the application (since, surprisingly, Tempname: Engine is a temp name) I had it when when gazing at the sun through some clouds over a feild. Although it is super basic, so I’m going to have to play with it.
❤️ Thanks for Reading!!!
I might have to take a bit of a break from progress on this project, as I have a website that I’m making for my local fire dept. (look out for a new stardance project)!
I’m also planning on doing some re-marketing / re-branding (idk what to call it) to change the descriptions of the project (ex. the “To recap section on my devlogs, and the landing page). I’ve been getting more questions on it, and my current explanations are a bit too much.
Github repo: https://github.com/pkncoder/Engine
Project landing page: https://pkncoder.github.io/Engine
🗿 Commits 🥀
(top-oldest : bottom-newest)
No more mention of buffer manager or any uploading to gpu in scene
& assets. Meshes are now split up from models in the cache, models
hold refrences to asset handles to meshes.
Refactored and fixed errors in scene and resources. The program won’t work, as only scene and resources are being compiled & linked
Added application back into the mix & fixed the scene loading section.
Did some planning on how a model will go from spawn to render
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