Making your own engine is worthwhile learning experience. The same as trying to recreate any of the foundational tools that you use. Might not be the fastest or best way to make a game but a good way to make yourself a better developer.
Not the fastest
This is my 4th Vulkan related “project” and 2nd attempt at making something other than a glorified tutorial workspace in 6 years, and it took me 4 weeks to draw this stuff with minimal technical debt.
I could just use an existing game engine, but what’s the fun in not manually sorting all draw commands by mesh>pipeline>material and hunting synchronization hazards by just looking at funny glyphs for extended periods of time?
deleted by creator
Eh, at this point it happens every 3 commits, you get used to abusing gdb (since valgrind just dies).
I hope the police doesn’t find my unregistered breakpoint minigun…
Here is an alternative Piped link(s): https://piped.video/Z_1vfTkBq-k?si=NpJuy9WU7vxkeb36
Piped is a privacy-respecting open-source alternative frontend to YouTube.
I’m open-source, check me out at GitHub.
Thank you! I haven’t laughed that hard in a year or more. My sides hurt.
Truly what inspired me to fight against Vulkan’s complexity
Now do a camera that can be controlled
Done, that wasn’t the hard part - after that I spent a few days on normal mapping and passable light reflections
What kind of method you gonna use for reflections?
For reflected objects none, that’s too much effort - this thing only reflects light sources.
Proper reflections require either too much effort, or me being smarter than I actually am.
(Reflecting light sources is as easy as doing some tangent-space wizardry and a few dot products)
Nobody asked, but whatever:
Mmm shiney
Another day, another dream fulfilled.