Making of: Acclimate Engine

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Austria
A mad mans journey to his own game engine.
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27 entries
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Juliean
April 14, 2024
General structure and design of the Acclimate Engine [Part 3]

Welcome back. Last time, we looked at the runtime-extensibility of the Acclimate Engine (https://www.gamedev.net/blogs/entry/2277862-general-structure-and-design-of-the-acclimate-engine-part-2/.​ Now we are going to see, how this all applies to scene-managment.

The basics

In general, scene-managment…

3,414 views
Juliean
April 03, 2024
General structure and design of the Acclimate Engine [Part 2]

Welcome back. In last weeks entry, we looked at the base-layout of the Acclimate Engine's resource-system. This week, I'll be highlighting the runtime-part of the system - the diagram from last week still applys, so I won't be posting it again.

Runtime

Now to recap, the games resources are handled v…

3,260 views
Juliean
March 27, 2024
General structure and design of the Acclimate Engine [Part 1]

So this time, I've decided to talk about something a bit different. The disassembler-part is really technical and abstract, and probably a lot of people, who don't want to develop their own programming language, will not really have that much insight from it. So today, we are instead looking at the…

3,099 views
Juliean
March 19, 2024
Journey to a full x64 (dis)assembler [Part 3]

Welcome back. Last time, we talked about getting a disassembler, to view generated assembly code (https://www.gamedev.net/blogs/entry/2277765-journey-to-a-full-x64-disassembler-part-2/).​ This time, we are going to look at the framework for actually generating assembly.

What & why

In general, whe…

3,567 views
Juliean
March 11, 2024
Journey to a full x64 (dis)assembler [Part 2]

Welcome back ! Last week, I talked about the background of why I am creating a custom assembly-generator. This week, I'll go more into details about the framework I wrote, that allowed me both to disassemble as well as assemble code.

Getting started

Now previously, I mentioned how my own assembler wa…

5,247 views
Juliean
March 04, 2024
Journey to a full x64 (dis)assembler [Part 1]

So I just felt like writing another blogpost, after years of pause. One consistent task in my engine has been optimizing the backend for my visual-scripting language. As anybody who's worked more in Unreal knows, it's blueprints are horribly slow. I've copied the basic interface of blueprints for m…

4,989 views
Juliean
December 29, 2016
[C++] ArrayView-class

So I've been quite busy with refactoring the rendering and other systems of the engine for the last few months, and once I'm done I'll make some more entries for the graphical render-system.

Today I've been wondering if there is no cleaner solution to having to pass an arbitrary array to a function…

6,377 views
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Juliean
September 29, 2016
Designing a high-level render-pipeline Part 2: Views & passes

Last entry:

https://www.gamedev.net/blog/1930/entry-2262313-designing-a-high-level-render-pipeline-part-1-the-previous-state/

Thoughs about how to change things:

So despite not working on 3d-rendering for a long time, over the time I've been able to not only see whats wrong with the old rendering …

6,117 views
Juliean
September 29, 2016
Designing a high-level render-pipeline Part 1: The Previous state

So I've stopped writing journal entries on my project for a while. Didn't really feel like it anymore, after I took a hiatus for multiple months. Since then I've been working on multiple things, mostly cleaning up old messy parts of the engine. One of this things, that turned out something pretty c…

6,683 views
Juliean
September 29, 2016
Designing a high-level render-pipeline Part 3: A visual interface

Last entry:

https://www.gamedev.net/blog/1930/entry-2262314-designing-a-high-level-render-pipeline-part-2-views-passes/

To start of, let me tell you that I was basically finished with the 2d-rendering after what I presented to you in the last article was done. So just for some amusement, I'll have …

6,791 views
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