—————– Devlog XXI —————–
– My brain hurts 🧠 - Sharp like glass
–
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).
✨ What did I do? ☀️
Sadly, I haven’t done much coding ![]()
Instead, I’ve been trying to figure out how I want my Render Graph to work.
To start, what is a render graph? What I am interpreting the render graph as, issss: An API meant to simplify and provide structure to a final renderer.
In the final application, the render graph will be an option for a more advanced final render editor. What I am working on now, is how it will be put together so I don’t have a mess in the future.
Recently, I’ve been using Obsidian to mark everything down. This also starts a little docs. Using a mix of Obsidian and the excalidraw plugin, I’m able to write everything down and create visuals.
Currently, I have a mix of nodes that are the main important ones. These nodes are just the interfaces, so they aren’t specified. They act as a blueprint for any of the full nodes.
- IRenderOutput - Add textures to a list of blitables
- IShaderInput - Base input interface
- IShaderOutput - Base output interface
- IShaderNode - Node representation of shaders
- IShaderPassNode - Base shader interface
Thank You for Reading
I haven’t been home enough to create the “big brain wall” which is sad, but at least my stuff is digital.
Github repo: https://github.com/pkncoder/Engine
Project landing page: https://pkncoder.github.io/Engine
❓ What’s next? 🛑
- Setup current program for Render Graph implementation
- Implement IShader, IGPUTexture, etc.
- Create IRenderGraph for the renderers
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