Overview
An exploration into building game engine from the ground up with C++ and OpenGL and Vulkan. The project focuses on understanding the systems underneath a game and learning the beautiful complexity of these high performance pieces of software.
What I explored
- Entity-component-system architecture
- Vulkan and OpenGL rendering and resource management
- Abstraction of graphics API's to allow for simple switching
- The structure of a reusable game loop
- Separating engine systems from game code
- Implementing flexible compute shaders
Notes
This project is a forever evolving sandbox for my adventures into graphics programming. Things may change wildly at a moment's notice and this page may be outdated by the time you're reading this as this is a hobby of mine.
