ββββββ Devlog XXII ββββββ
β
BrEaKiNg ChaNGeS
- π NEW BOOOKKKK
β
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).
β¨ What did I do? βοΈ
Sadly, Iβve done much coding ![]()
Base list
This is what I have done since the last devlog:
- Planned out a bit more on the inner workings from no Renderer->Rendered Image
- Created the new Shader & Program classes
- Updated the workings on RendererManager
- Started work on the new Renderer / IRenderer class
- Current commit is now broken (compiles, doesnβt run
Overview
In my new obsidian vault
, Iβve been working on creating the new database on how it all works. Through this, Iβve been using excalidraw (Obsidian) to plan out pipelines & create visuals.
Currently, I have 2 main drawings:
- Shader & Program pipeline
- Renderer Pipeline
The Shader & Program pipeline explains the lifetime and usage of both the Shader and Program (OpenGL program) classes. A program gets created, has shaders attached to it (deleting the shader in the process), and then the program gets linked & binded.
The Renderer Pipeline explains the lifetime and usage of a renderer. Starting from the RendererManager, go through normal rendering stuff, and will end at shutting down the RendererManager.
For the inner workings of the new renderer setup, Iβll leave that for (hopefully next devlog) when I get everything working start to finish of the RendererPipeline.
Thank You for Reading
As for the βNew Book I got, I have just purchased βGame Engine Architecture Vol. Iβ (Jason Gregory) to specialize the program more (most likely after Stardance ends).
Github repo: https://github.com/pkncoder/Engine
Project landing page: https://pkncoder.github.io/Engine
β Whatβs next? π
- Plan out the RenderGraph
- Create the base RenderGraph class
- Create the BlitList
- Create the INodeInput & INodeOutput
Comments 0
No comments yet. Be the first!
Sign in to join the conversation.