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Custom Game Engine

  • 10 Devlogs
  • 17 Total hours

An FPS game written in a custom game engine built from scratch. An added challenge is not using AI (using Neovim to restrict the use of AI)

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3h 28m 17s logged

We’ve come a long way (and i’ve been lazy) but I finally got texture rendering to work. I’ve also spent a lot of time organizing things into classes so complex behavior (like raw opengl calls) are abstracted away and I can speed up development in my game engine. Soon to go 3D!

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2h 56m 35s logged

I made the triangle go bigger and smaller, had to rework my shader system in order to support modifying vertex points. I also spent a lot of time abstracting mesh things into classes (vertex buffer objects, vertex array object) so it’s easier to use in the future and I don’t have to work with raw opengl calls every time.

note: you may notice that the scale of the triangle doesn’t increase/decrease orderly (uniformly increasing) this is because my scale code is being called in the render, which is for every frame. This issue is usually resolved by creasing “fixed updates”; like the minecraft tick system that runs game logic (not rendering).

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34m 31s logged

Because I’m going to need extensive debugging logic, I decided to go with a GUI system (ImGui) after watching jdh’s video on his experience while creating a game engine. This is going to help me change values, etc, etc in the game engine, which is especially helpful for the (maybe) later on level editor.

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1h 8m 47s logged

I did a couple things:

  • Setup CMake (first time using this) to easily compile and build my project, as well as automatically download glfw3 on the user’s computer if they dont’ already have it.
  • Setup project in general (git, gitignore)
  • I also forced myself to use Neovim to prevent accidental AI usage
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