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ECS III: Queries, and (horrible) component serialization

Last article:http://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...

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A simple and fast dynamic type system

Last article:http://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...

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Generic execution routine for type-based code

Last entry:http://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...

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A custom variant class

Last entry:http://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...

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Acclimate shading language

Last entry:http://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...

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ASL: Geometry & Tessellation-Shader

Last entry:http://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...

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Advanced asset handling

Last entry:http://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...

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Assets: Creation & data processing

Last entry:http://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...

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Visual scripting basics

Last entry:http://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...

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Visual scripting: Control structures

Last entry:http://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...

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Introduction

Hello,my name is Juli(e)an, and this is the introduction to my journal about how insane I am to develope my own game engine. Some of you might have seen me before on the forums, mainly (solely) on the...

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An architectural overview of the engine

In the last article, I talked about the story about how I got to start developing my "Acclimate Engine". This time around, I want to give a brief overview of how this engine currently works and looks...

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Gui I: Learning about Signals/Slots

In order to make it easier for the reader, I decided to split the different modules up into multiple posts. This should also make it easier for me to write them when I got a few minutes to spare,...

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Gui II: Widget class design

Last entry: http://www.gamedev.net/blog/1930/entry-2260396-gui-i-learning-about-signalsslots/So this time around, I'm going to talk about the engines GUIs main class, called "Widget". I took an...

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Gui III: Widget configuration

Last entry: http://www.gamedev.net/blog/1930/entry-2260413-gui-ii-widget-class-design/Now that I've talked about how Widgets can be used, its time to discuss how they can be...

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ECS I: Entities, Components and Systems (basic design)

Last entry:http://www.gamedev.net/blog/1930/entry-2260428-gui-iii-widget-configuration/Motivation:It took me a while to get back on writing since I've been busy. But now, as promised, I'm going to give...

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ECS II: Messaging

Last article:http://www.gamedev.net/blog/1930/entry-2260476-ecs-i-entities-components-and-systems-basic-design/Its been a while since I had time for programming, the new addon of WoW kept me busy for...

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Designing a high-level render-pipeline Part 3: A visual interface

Last entry: http://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...

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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...

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Designing a high-level render-pipeline Part 2: Views & passes

Last entry: http://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...

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[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...

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