C++ engine - #1

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  • Опубликовано: 11 окт 2024
  • Fully custom C++ game engine. Mostly a proof of concept and very much in the early days. Compiles to macOS & Windows, supporting both OpenGL and D3D11 respectively. Emphasis so far has been on performance (see FPS at the top left) and building a solid foundation for future scalability. I have very limited free time to work on this, so progress may be slow but I intend to post updates as I go.

Комментарии • 8

  • @Windwhistle
    @Windwhistle 2 года назад

    This is impressive work! You and the rest of Manta have been an inspiration of mine for almost a decade now. Keep up the great stuff :)

  • @Zekronz
    @Zekronz 2 года назад

    😎

  • @skylion613
    @skylion613 2 года назад

    GRASS STAIRS
    BOTTOM TEXT

  • @eleanor3819
    @eleanor3819 2 года назад +1

    Any plans for Vitality still? Excited to see how this engine progresses though. What libraries did you use for this?

    • @machimanta
      @machimanta  2 года назад +2

      I've been basically treating this as "Vitality 2.0" (if the sprites didn't give that away already) however I don't really want to commit to anything at this stage. I wouldn't say Vitality as a project is dead, however there are some significant blockers with its current (previous?) engine. Basically the combination of it being 9 years old, written in Game Maker, etc., made it pretty difficult to continue developing into a finalized game. Game Maker specifically limited our ability to add things technically, since that engine has many limitations in regards to performance (lack of multithreading, intrusive garbage collector, limited graphics api support, etc.) as well as updates breaking the project (we wrote it in GMS 1.4, and they're now on GMS 2.3). Not to mention my overall growth as a programmer throughout that time. Nowadays I work a full time job (since I graduated from university early last year) and as such my free time is much more limited.
      The engine here uses no libraries outside of the graphics APIs (OpenGL & D3D11 currently). This may sound insane, but having used Game Maker and other game engines for many years I know exactly what I need a game engine to do, and I decided that for this project I would write my own with minimal bloat. This way I can design it specifically around the requirements of the game, without worrying about external dependencies or needlessly long compile times. At the very least, it's a great exercise for me personally as a programmer and I quite enjoy the engineering involved in building these types of things!

  • @Limekys
    @Limekys 2 года назад

    wat

  • @loli42
    @loli42 2 года назад

    um, based??