Making of: Acclimate Engine

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Austria
A mad mans journey to his own game engine.
28 comments
3 followers
27 entries
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Juliean
June 05, 2015
Visual scripting: Control structures
Last entry:
https://www.gamedev.net/blog/1930/entry-2261155-visual-scripting-basics/

Last time, I introduced you to the visual scripting system of my engine. I introduced you to the basics of the scripting system. The next important question is: How do you create a control flow? I've already talked a…
6,643 views
Juliean
May 30, 2015
Visual scripting basics
Last entry:
https://www.gamedev.net/blog/1930/entry-2261095-assets-creation-data-processing/

The last few weeks, my work has primarly been focused around my visual scripting system, so I decided to make a startup article to present the whole system to you.

The premise:

I assume everyone should know abo…
9,978 views
Juliean
May 05, 2015
Assets: Creation & data processing
Last entry:

https://www.gamedev.net/blog/1930/entry-2261068-advanced-asset-handling/

So after I've talked about the theory behind the new asset system, I'll now go on to show some of the implementation details. I'll start with the more interesting stuff, namely the creation of the actual assets.

The a…
5,785 views
Juliean
April 26, 2015
Advanced asset handling
Last entry:

https://www.gamedev.net/blog/1930/entry-2260953-asl-geometry-tessellation-shader/

Despite being extremely busy the last weeks, I still found some time to put into developing the engine. This time around, I decided to tackle one of the ealierst features/problems I originally put in: The as…
9,166 views
Juliean
March 16, 2015
ASL: Geometry & Tessellation-Shader
Last entry:
https://www.gamedev.net/blog/1930/entry-2260794-acclimate-shading-language/

After a long time of not being productive again, I've finally come around to fully implement the current-gen API features to my engines shading language, now called "ASL" (acclimate shading language).

One thing I n…
6,426 views
Juliean
February 02, 2015
Acclimate shading language
Last entry:
https://www.gamedev.net/blog/1930/entry-2260721-a-custom-variant-class/

Now for something completely different. Since I'm currently working on the graphics module, I thought I'll talk about one of the coolest features of the engine in that regard: The custom shading language.

Why a custom …
5,442 views
Juliean
January 16, 2015
A custom variant class
Last entry:

https://www.gamedev.net/blog/1930/entry-2260689-generic-execution-routine-for-type-based-code/

So this time, as promised, I'm going to describe how the heart of the type-system, the variant class, is being designed/used. It uses both the TypeId and the generic execution routine, plus some…
4,381 views
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Juliean
January 08, 2015
Generic execution routine for type-based code
Last entry:
https://www.gamedev.net/blog/1930/entry-2260667-a-simple-and-fast-dynamic-type-system/

Last time, I've introduced my runtime type system. So this time around, I'll talk about how one can actually run code based on the type system.
Remember that there is a static type, which divides into mu…
2,925 views
Juliean
January 03, 2015
A simple and fast dynamic type system
Last article:

https://www.gamedev.net/blog/1930/entry-2260651-ecs-iii-queries-and-horrible-component-serialization/

The type system:

As I've been briefly talking about last time, the need for handling things like serializing components automatically brought up the need for a custom dynamic type system…
3,387 views
Juliean
December 31, 2014
ECS III: Queries, and (horrible) component serialization
Last article:

https://www.gamedev.net/blog/1930/entry-2260620-ecs-ii-messaging/

Queries:

Last time I mentioned that as a special case of the messaging in my ECS, I implemented queries. The queries syntax is actually quite similar to messaging:// 1. declare the query classclass CollisionQuery : public …
3,718 views
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