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 basicsIn general, scene-managment…
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.
RuntimeNow to recap, the games resources are handled v…
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…
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…
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…
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…
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…
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…